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-   -   How do I sink zigzaging ships ? (https://www.subsim.com/radioroom/showthread.php?t=105537)

CaptainAsh 02-12-07 04:58 PM

Quote:

Originally Posted by Corsair
1. If the ship makes zig zags, it's either the helmsman is completely drunk (happened in real life - like the Exxon Valdez or a container ship whose name I forgot and which beached on the Normandy coast after luckily going at night through the Channel Islands - but is not imho modelled in SH3) or they know you're there. Which means you've done something wrong before...

Not necessary... sometimes you can pick a nice isolated target and being behind his trajectory... so you can t reach him underwater. So you go flank and surfaced. If you can t use the deck gun you gonna have to use torpedo...
Speed is important though because he is giving your position right now :yep:

High Voltage 02-12-07 08:40 PM

Quote:

Originally Posted by CaptainAsh
It s not realistic but it works fine in SHIII...
- As it was said, even if zigzaging, it s a cycle... so, first, take the time of the cycle.
- then, on the global heading of your target, put some marker at cycle time... its giving you the relative speed on the direct trajectory...
- now it s the trick, you must check with your computer to get a range for which the torpedo's time will be a full multiplicator of the cycle time, so your target will have the same angle when you take your shoot and when the torpedo actually impact.
- go to that range
- Enter the range, the wanted angle on bow and the relative speed in your computer. (It s important to enter the relative speed and not the real speed).
- wait for the wanted angle on bow. Fire!


It s not realistic because I guess a real ship is not going to respect a cycle...
Still, it works fine... it s just like the ship is doing warp jump at cycle time :)


Jeezus Christ, my head hurt just reading that. It's like Star Trek mathematics or something...Cycle times and warp jumps - why don't you just fire up your Dilithium Crystal, engage your cloaking device, and nail the bastard with a facefull of photon torpedos!!!

If you need help deciphering the above, just refer to this:
http://www.jumpstation.ca/recroom/trek/techno.html

and no, I'm not a geek...

Live long and prosper.

Eagle Eye 02-13-07 02:48 AM

Quote:

Originally Posted by High Voltage
Quote:

Originally Posted by CaptainAsh
It s not realistic but it works fine in SHIII...
- As it was said, even if zigzaging, it s a cycle... so, first, take the time of the cycle.
- then, on the global heading of your target, put some marker at cycle time... its giving you the relative speed on the direct trajectory...
- now it s the trick, you must check with your computer to get a range for which the torpedo's time will be a full multiplicator of the cycle time, so your target will have the same angle when you take your shoot and when the torpedo actually impact.
- go to that range
- Enter the range, the wanted angle on bow and the relative speed in your computer. (It s important to enter the relative speed and not the real speed).
- wait for the wanted angle on bow. Fire!


It s not realistic because I guess a real ship is not going to respect a cycle...
Still, it works fine... it s just like the ship is doing warp jump at cycle time :)

Jeezus Christ, my head hurt just reading that. It's like Star Trek mathematics or something...Cycle times and warp jumps - why don't you just fire up your Dilithium Crystal, engage your cloaking device, and nail the bastard with a facefull of photon torpedos!!!

If you need help deciphering the above, just refer to this:
http://www.jumpstation.ca/recroom/trek/techno.html

and no, I'm not a geek...

Live long and prosper.

LOL :D Thats some funny !$%*

Corsair 02-13-07 05:27 AM

Quote:

Originally Posted by CaptainAsh
Quote:

Originally Posted by Corsair
1. If the ship makes zig zags, it's either the helmsman is completely drunk (happened in real life - like the Exxon Valdez or a container ship whose name I forgot and which beached on the Normandy coast after luckily going at night through the Channel Islands - but is not imho modelled in SH3) or they know you're there. Which means you've done something wrong before...

Not necessary... sometimes you can pick a nice isolated target and being behind his trajectory... so you can t reach him underwater. So you go flank and surfaced. If you can t use the deck gun you gonna have to use torpedo...
Speed is important though because he is giving your position right now :yep:

You go flank and surfaced, but far enough that you don't get spotted and submerge again once you're ahead in the target's path. Won't zig zag...;)

RawRecruit 02-13-07 06:56 AM

I just get close and shoot! I always use a steam torp on fast, if available. Follow the ships general course slightly behind it. When it makes it's turn that brings it towards you, turn into it and increase speed. If you time it right you can get a near perfect 90 degree shot at very close range. Sunk a few ships like this... no maths, just pure judgement. Of course that's a lone ship...if a convoy starts evasive manouevers I forget it and withdraw to try again later...! :arrgh!:

Jimbuna 02-13-07 08:12 AM

Quote:

Of course that's a lone ship...
and without an escort I reckon :D :arrgh!:


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