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-   -   New to manual targeting.. (https://www.subsim.com/radioroom/showthread.php?t=159839)

Armistead 01-05-10 12:57 PM

I take it you guys are practicing the tutorials by Rockin Robbins, the O'Kane 90 attack, ect..

You'll have it down soon enough if you watch his video's. He even has cards you can print out explaining each method until you get it down.

Sticky is at the top..."Skipper bad of tricks..ect...

Andrew82 01-05-10 01:03 PM

Quote:

Originally Posted by Armistead (Post 1230841)
I take it you guys are practicing the tutorials by Rockin Robbins, the O'Kane 90 attack, ect..

You'll have it down soon enough if you watch his video's. He even has cards you can print out explaining each method until you get it down.

Sticky is at the top..."Skipper bad of tricks..ect...

Jep, that's the one! Very nice tutorial! Got the cards printed out as well.:yeah:

Yesterday almost got it right but stupid merchant suddenly felt the need to change it's course... :damn:

JackAubrey 01-05-10 03:15 PM

Quote:

Originally Posted by cbrown (Post 1230759)
Okay I have been trying to sink the cruiser in sub school #3 using 90 degree approach and I keep missing ahead.


I use 12 kts as target speed, send it to the TDC, max out the range, select 10 degree lead angle, set the Aob to 080 (090 minus 10 deg lead angle). I open all doors and set speed to high.

That is, because the cruiser runs at about 9 Knots, if i recall correctly. The O'Kane Method cancels out range, not speed. So getting the correct speed of the target is important.

Try to hit the Mogami with AOB set to 80, lead Angle 10 deg (Periscope at 350 deg.), and torps to "fast."

Open the outer doors well before firing and fire when the part that you want to hit crosses the hairline at 350 deg. in your Periscope.

The O'Kane Method is, at least for me, by far the easiest and the most successful.

Keep trying. It takes a bit of time. Took some for all of us to figure things out. But its quite rewarding when in the end, you sink ships the manual way. :03:

jldjs 01-27-10 11:03 AM

MAGIC452's reply included the following;
"With map contacts ON and if you have entered good data, looking at the attack map there will be a white X that will be right on or very close to the target and it will follow the target as it moves. If the X is off adjust your data till it's correct. As long as the X is on the target you can fire and should get a hit."

How do know how to adjust your data for the firing solution by the relationship of the "x" to the target? If "x" is behind does that mean the speed setting is off? Which way, too fast or too slow? Is the AoB off? Which way, too sharp or to shallow?

razark 01-27-10 03:23 PM

Quote:

Originally Posted by jldjs (Post 1248174)
How do know how to adjust your data for the firing solution by the relationship of the "x" to the target? If "x" is behind does that mean the speed setting is off? Which way, too fast or too slow? Is the AoB off? Which way, too sharp or to shallow?

If the X is closer to your sub than the target, the range is short. If it's farther than the target, the range is long. The target and the X both have a line indicating the heading. If you get the AOB correct, they'll be pointing the same way (if you're really good, the X and heading will be right over the target). For speed, observe the X and the target. Remember where they are, relative to each other. Take another look after a few seconds. If the X is moving ahead, your speed estimate is too fast. If the X is falling behind the target, speed is to low.

If the X is nowhere near the target, moving in the wrong direction, you're using my method. It doesn't work too well.

I'm goin' down 01-27-10 05:21 PM

my two cents worth
 
Since I have not been able to play because my gaming computer died [permanently], I have been scouring the forums. Here are my two cents on manual targeting.

Hitman's tutorial on Manual Targeting at 100 percent Realism is a great way to be introduced to manual targeting. It teaches the concept of aspect ratio which is REALLY important. It forces you to do the math, so the concept sinks in.

Also, gutted's [what a handle!] Solution Solver program, along with his tutorials, will aid in understanding as to how aspect ratio and Aob change as your boat and the target change position. Finally, the easy Aob mod is indispensible, as it enables accuracy at long range. All of these will make understanding lead angles, etc. and the O'Kane Method much easier in the log run. (I wouldn't listen to anything Rockin Robbins says... he taught me everything I know and introduced me to manual targeting.)

Learn to read the dials on the PK and the Attack Dials. Use them to verify your set up and use the Attack Screen to ensure your torpedo angle will get you close. Remember, early war torpedoes often run deep and that ducimus' destoryers in TMO are programmed to keep you very, very honest (Is it an accident that my motherboard died at the exact moment my boat was sunk by a TMO destroyer depth charge? I don't think so?)

mobucks 01-28-10 08:11 PM

the tutorial "simplified manual targeting 100% realism" on this site somewhere i been using has been working 100% of the time so far, even when i feel such a noob since i only start playing a week ago i always fire and am quite sure it will miss, i hear "torpedo impact"

yay.

the guide requires hitting pause to set up AOB/do some math, but i live with it if i keep getting hits like this, even with TMOs duds i still have a very high success rate.

I'm goin' down 02-01-10 01:41 PM

mobucks
 
Mobucks--you are on the same path that I followed re manual targeting. Once you learn how to plot the target's true course (it is easy), I recommend downloading the Easy Aob mod. The mod will enable you to pull off attacks at various angles without doing the math required in Hitman's tutorial. It was runner up to mod of the year, and is state of the art subsim technology.

And if you want to blow your mind, download gutted's Solution Solver program and watch his tutorials. It took me a while to figure out, but it was worth it.

Freebird 02-01-10 06:02 PM

Torpedo Impact!
 
The tutorials of RRobbins OKane follies and Werners TDC tutorial finally lit my light bulb. It boils it down to a level of simplicity even my feeble brain can grasp.

If you watch Werner walk you thru a setup with just a fictional target, you can see how the upper dial shows target heading. Lower dial, your heading.

And calculating AOB becomes a no brainer. Obviously, if the target is at 90' relative, the AOB is 90' too. It's very proportional in that if the ship is at say 075' relative, then the AOB is 15' less than 90'

I always try to do a solution at 45' relative and a couple final ones around 15' relative. Be ready to shoot at 10' if the target is less than 15kts. Most ships are slow. Warships move out, though.

Always lock your scope when able and enter range and bearing last.

This works out to be the quickest and simplest way to set up OKane or Cromwells method. I have bagged some tonnage doing that and now am ready to learn to do a sonar/hydrophone only blind shot.

capthelm 02-01-10 06:47 PM

utube vids on manual attacking?

CH3NO2 02-04-10 10:36 PM

lol, none of them have worked for me so far. Two patrols and 48 torps and what sounded like one hit. Setting sail from Pearl to try again.

magic452 02-05-10 12:22 AM

CH3NO2 Next time you contact a target save the game and reshoot the same situation over again and you will no doubt find what you may be doing wrong.

Use the external cam to see where your torpedoes go and that might shed some light on any problems with your firing solution. Some of your misses might be just torpedoes running to deep, if you have duds on.

Are you playing with map contacts on or off?

Magic


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