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-   -   Question: How do you nail a zig zagger ? (https://www.subsim.com/radioroom/showthread.php?t=173851)

sergei 08-20-10 01:01 PM

I know this is going to sound a bit picky, but what you are observing an alerted target doing is actually constant helming, rather than zig-zagging.
Zig zagging is something entirely different.

Fire at 90 degrees to his base course.
Magnetic triggers in case you get a glancing blow.
I'll use a target speed of two thirds (round up) of what it was before evasive procedures began, and I hit them more often than not.

desirableroasted 08-20-10 01:35 PM

Quote:

Originally Posted by frau kaleun (Post 1472748)
:hmmm:

I would assume that adopting a zigzagging course at any speed was considered safer than just doing a hard turn and taking off in another straight line in some other direction. I mean, if an eel's in the water and they see it coming, hard over to avoid if possible... but I'm thinking the zigzagging was meant to make it that much harder for a uboat to set up a really good shot in the first place and thus increase the likelihood of the calculations being off if they tried it.

Agreed. And as this thread shows, the zig-zagging (or helming, which is right), makes life harder.

But imagine yourself on the bridge of that merchant. Are you going to simply start weaving on the same course at the same speed? Or are you going to punch that ship to 12-15 knots and heel to port, starboard unpredictably?

frau kaleun 08-20-10 01:44 PM

Quote:

Originally Posted by desirableroasted (Post 1472770)
Agreed. And as this thread shows, the zig-zagging (or helming, which is right), makes life harder.

But imagine yourself on the bridge of that merchant. Are you going to simply start weaving on the same course at the same speed? Or are you going to punch that ship to 12-15 knots and heel to port, starboard unpredictably?

I dunno. Did they do that in real life? I haven't a clue.

Maybe that kind of randomness in their reaction is something that can't be programmed into the game. :hmmm:

desirableroasted 08-20-10 01:59 PM

Quote:

Originally Posted by frau kaleun (Post 1472778)
I dunno. Did they do that in real life? I haven't a clue.

Maybe that kind of randomness in their reaction is something that can't be programmed into the game. :hmmm:

When a plane or V&W class spots me, I hit the throttles. go deep, randomly zig/zag. Only because I have the third dimension of depth can I afford to go to 2knts when deep.

But if I were restricted to surface, I would have those engines cranked and even I wouldn't be able to predict my next turn.

Wouldn't you?

Pretty sure it wasn't programmed.

U777 08-20-10 05:56 PM

This patrol was interesting, found two freighter sailing together and sunk one with my 2nd to last torpedo. Since the last one had to count I tried to do a point blank shot but the ship was armed and I had to dive. Due to storm currents I could only max out at 7 knots while the freighter was doing 8. No good. Surfaced and sailed away at an angle till we were side by side, hung a 90 degree turn and almost hit her with the last torpedo. Had to return to Lorient after that.

Jimbuna 08-20-10 06:44 PM

Quote:

Originally Posted by desirableroasted (Post 1472738)
Not that I am unhappy that a shot-at-and-missed ammunition ship placidly continues to steam at 6 knts, albeit with some zig-zagging, to give me another chance, but does anyone know why the AI ships were not coded to go to full throttle, put the helm over hard, and make life difficult for Bernard-burdened captains?

These were hard coded constraints placed upon us by the game engine.


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