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-   -   Methode used to sink a lot of ships (https://www.subsim.com/radioroom/showthread.php?t=179731)

stoianm 01-31-11 02:55 AM

Methode used to sink a lot of ships
 
Hi guys,

I will describe here the most acurate method (in my opinion) that i use to sink ships in sh5.

Note: You must to have installed:

1) MO or new UIs by TDW
2) Manos scope

Lets start - we have in our periscope sight a ship:

1) lock the target
2) identify the target
3) put your vertical line of the scope in the front of the target and start the clock (cronometer)
4) stop the clock when the ship just pased your vertical line of the periscope

Open the SOAN and check the lenght of the ship: we supose the lenght of the ship is 149 metters and the clock show us 19 sec

We aplie the math: speed of the ship = lenght of the ship/time*1.94

speed = 149/19*1.94=15.21 knots - we will consider 15 knots

This is an acurate method to find the speed! (in my opinion) - for best result i recommand a distance around 3000 meters and an angle not to far from 90 degrees (20 degree less or more) - if not maybe you will mistake around 0.5 knots:hmmm:

so, untill now we know the speed = 15 knots

5) use the stadimeter and find the distance from the ship.

we supouse that we have distance=3000 metters

6) now we will find the AOB using a methode called ,,AOB aproaces zero'' - wich is the most acurate metode to find the AOB of a ship.

AOB=degrees(asin(ARobserved/ARreference))

AR= aspect ratio

How this is working:

ARreference= lenght of the ship/mast hight of the ship

6.1) Open the SOAN and find the ARreference

We supose that we have lenght of the ship = 149 and mast hight of the ship 49,66 (i know that is to big but is just an example:D)

ARreference = lenght of the ship/mast height of the ship

ARreference = 149/49.66=3

6.2) open RAOFB and find ARobserved

ARobserved=number of lenghts marks/numbers of height marks (no need to convert)

Using ,,manos scope,, we will have an acurate reading of RAOFB

We supose that we count on horizontal line 12 marks (that is the number of lenght marks) and on the vertical 3 marks (that is the number of height marks)

ARobserved=12/3=4

Normaly now we must to calculate the formula:
AOB=degrees(asin(ARobserved/ARreference))

but now he comes the tricky thing:

We use the AOB SLIDE RULLER (i have a printable jpeg image and in 2 seconds we find the most acurate AOB of the target).

Here is the AOB slide ruller:http://www.filefront.com/17868255/AOB approaches zero.bmp

So, untill now we have

ARreference=3
ARobeserved=4

AOB=ARreference *100/ARobserved=3*100/4=75

We read where is 75 on the AOB SLIDE RULLER and we find an
AOB=49 degrees

If the ship is heading to us then AOB=49 degrees
if the ship is going away we have an AOB= 49+90=139 degrees

So we have now all the data we need:

speed = 15 knots
distance=3000 metters
AOB=49 degrees

6) Put all the data in TDC and fire torpedo.

Have fun:woot:


Note: that method is used for playing in an area close to 100% realism

Note: all that i have writted here it is not my original ideea. I readed from all of these things on the internet and books and i puted all togheter in 1 pack.
Note: when TDW will use the toniloCoyote work in his MO, this method will become more acurate and we will have then a small number of ,,mised torpedos''
Note: thanks to TDW and Manos for theirs wonderful work!

Best regards!:salute:

P.S. I also know a method (i used 2 monts ago when i was playing at 40% realism) to hit almost all the target at a distance of 6000 meters - in few seconds - but it is like cheating.
http://www.subsim.com/radioroom/show...=165015&page=2

Azixx 01-31-11 03:19 AM

very interesting....


a hell of a lot better than my usual:

"lock target.. flood tubes... Torpedo Los!
........torpedo missed sir!

DAMMIT!!


I shall give your method a go :salute:

stoianm 01-31-11 03:22 AM

Quote:

Originally Posted by Azixx (Post 1586974)
very interesting....


a hell of a lot better than my usual:

"lock target.. flood tubes... Torpedo Los!
........torpedo missed sir!

DAMMIT!!


I shall give your method a go :salute:

glad to hear that:up:

Magic1111 01-31-11 04:49 AM

Hi Mate !

Yes, interesting ! ;)

Look into this: ftp://hartmuthaas.no-ip.org/Volume_1...H3%20TUTORIALS

Then download you "Tactics Manuals" ! :up:

Best regards ! :salute:

P.S. My 1000th Post.....

stoianm 01-31-11 05:12 AM

Quote:

Originally Posted by Magic1111 (Post 1587002)
Hi Mate !

Yes, interesting ! ;)

Look into this: ftp://hartmuthaas.no-ip.org/Volume_1...H3%20TUTORIALS

Then download you "Tactics Manuals" ! :up:

Best regards ! :salute:

P.S. My 1000th Post.....

yeeep yor 1000th post ... i almost not reconaized you when i saw your new avatar.:haha:

Thanks for the link! I already readed almost all the docks from there (but i found new interestings ones!:up:

What i want from you is to download AOB slide ruller:http://www.filefront.com/17868255/AOB approaches zero.bmp
and to make a test (only for the AOB - part) and tell me how acuratte you find that AOB reading!

Best regards!:salute:

panosrxo 01-31-11 06:24 AM

Quote:

Originally Posted by stoianm (Post 1587012)
What i want from you is to download AOB slide ruller:http://www.filefront.com/17868255/AOB approaches zero.bmp
and to make a test (only for the AOB - part) and tell me how acuratte you find that AOB reading!

Best regards!:salute:

If you mean the bmp, then it is accurate. You could also print a table of sinus:
http://www.grc.nasa.gov/WWW/K-12/airplane/tablsin.html

Overall the method you propose is fast and accurate.

stoianm 01-31-11 06:35 AM

Quote:

Originally Posted by panosrxo (Post 1587033)
If you mean the bmp, then it is accurate. You could also print a table of sinus:
http://www.grc.nasa.gov/WWW/K-12/airplane/tablsin.html

Overall the method you propose is fast and accurate.

Thanks!

I know that is acurate the bmp. - what i meant is to play with ,,map contact update - on'', use RAOFB and bmp to determine the AOB and then compare with the real one (find the real one by drawing an angle from the target cource - then the target - and the Uboat - on the map). How close is from the ,,real AOB,,?

Thanks for the table of sinus - i did not had that!:up:

Best regards!:salute:

doctrine 01-31-11 07:54 AM

Sounds good!

I certainly will give it a try when I come home

stoianm 01-31-11 07:57 AM

Quote:

Originally Posted by doctrine (Post 1587078)
Sounds good!

I certainly will give it a try when I come home

:up: Thanks! i am waiting your feedback!

Trevally. 01-31-11 03:45 PM

I added a "tell me range and AOB" script. You can use it to test your slide:up:

I also tried added the slide to the front cover of TDWs SOAN. It did not work.
I have no idea why.

Trevally. 01-31-11 03:51 PM

http://img155.imageshack.us/img155/3...tionmanual.png

stoianm 01-31-11 03:59 PM

Wow - it looks awesome!:rock: Did you tested like in the game?
You already puted in yours tutorial - last time checked i saw no changes?!?

If TDW will agree to pu this in UI i will not look at my print page anymore (not like that) - i will use like in the game! Awsome!:rock::rock::rock:

P.S. Check your PMs please!

Best regards!:salute:

stoianm 01-31-11 04:01 PM

Quote:

Originally Posted by Trevally. (Post 1587433)
I added a "tell me range and AOB" script. You can use it to test your slide:up:

I also tried added the slide to the front cover of TDWs SOAN. It did not work.
I have no idea why.

If the SOAN it is not working maybe you can use the TDW ERM in your script?!?!:hmmm:

doctrine 01-31-11 04:27 PM

Quote:

Originally Posted by stoianm (Post 1587080)
:up: Thanks! i am waiting your feedback!

Ooow, I am delayed! I first (and finally) need to find out how the RAOFB works :P

Bilge_Rat 01-31-11 05:22 PM

Good summary Stoianm, but if I can add a few additional pointers:

Quote:

Originally Posted by stoianm (Post 1586969)

1) lock the target
2) identify the target
3) put your vertical line of the scope in the front of the target and start the clock (cronometer)
4) stop the clock when the ship just pased your vertical line of the periscope

Open the SOAN and check the lenght of the ship: we supose the lenght of the ship is 149 metters and the clock show us 19 sec

We aplie the math: speed of the ship = lenght of the ship/time*1.94

speed = 149/19*1.94=15.21 knots - we will consider 15 knots

This is an acurate method to find the speed! (in my opinion) - for best result i recommand a distance around 3000 meters and an angle not to far from 90 degrees (20 degree less or more) - if not maybe you will mistake around 0.5 knots:hmmm:

so, untill now we know the speed = 15 knots

As you point out, this method is only really accurate if the target is at an AOB of around 90 degrees to your sub. The rest of the time, it will not give you an accurate speed reading.

Another method which is independent of AOB is the map plot method, namely:

1) determine Range, Bearing, plot on TAI/NAV map(Mark #1);
2) run chrono for a fixed time period;
3) determine Range, Bearing, plot on TAI/NAV map(Mark #2);
4) draw a line from Mark #1 to Mark #2, measure distance with ruler.

You can then determine speed with the following formula:

-distance measured on map x (factor to convert to distance travelled over an hour, for example if you ran chrono for 1 min, you would multiply by 60) divided by 1852;or

-if you run the chrono for 3min 15 seconds, you can just drop the last 2 digits from the distance measured to get the speed in knots.


Quote:

5) use the stadimeter and find the distance from the ship.

we supouse that we have distance=3000 metters

If you have one of the realistic periscope mods (I use Arclight's mod), you can also measure range by eye as follows:

1) identify target and determine mast height;
2) measure mast height in number of Horizontal Bars on the scope;

you can then measure the range based on a formula, for example with Arclight's MRP, the formula is:

1.5x - MastHeight x 100 / horizontal bars = Range

6x - MastHeight x 400 / horizontal bars = Range

for example, a Liberty Ship has a mast height of 27.1 meters, if the measured height is 4 bars at 6x, the range would be 2,710 meters.

i.e. 27.1 x 400= 10,840 divided by 4= 2,710 meters.

This thread can also be of interest. The 1st post by Hitman links to a document of German U-boat periscopes.

http://www.subsim.com/radioroom/showthread.php?t=166280


Quote:

6) now we will find the AOB using a methode called ,,AOB aproaces zero'' - wich is the most acurate metode to find the AOB of a ship.

AOB=degrees(asin(ARobserved/ARreference))

AR= aspect ratio

How this is working:

ARreference= lenght of the ship/mast hight of the ship
if you using the map plot method, you will also have the accurate course of the target on the map. You can then easily determine the AOB by using the protactor to measure it.

You now have Range, Bearing, Speed and AOB which can plug into the TDC. Best of all, you just need the scope, map and a calculator.

stoianm 01-31-11 06:11 PM

Quote:

Originally Posted by Bilge_Rat (Post 1587524)
Good summary Stoianm, but if I can add a few additional pointers:



As you point out, this method is only really accurate if the target is at an AOB of around 90 degrees to your sub. The rest of the time, it will not give you an accurate speed reading.

Another method which is independent of AOB is the map plot method, namely:

1) determine Range, Bearing, plot on TAI/NAV map(Mark #1);
2) run chrono for a fixed time period;
3) determine Range, Bearing, plot on TAI/NAV map(Mark #2);
4) draw a line from Mark #1 to Mark #2, measure distance with ruler.

You can then determine speed with the following formula:

-distance measured on map x (factor to convert to distance travelled over an hour, for example if you ran chrono for 1 min, you would multiply by 60) divided by 1852;or

-if you run the chrono for 3min 15 seconds, you can just drop the last 2 digits from the distance measured to get the speed in knots.

I know this method ( i think i readed in Wazoo's Manual ploting). You are right there are not related to AOB but with the one that i described i had an area of wron calculation aroun 0.5 knot when the AOB was far away from 90 degree - so, not so big deal (with the one that you described i had almoust the same area of wrong calculation) - i use this one because is fastes.:up:




If you have one of the realistic periscope mods (I use Arclight's mod), you can also measure range by eye as follows:

1) identify target and determine mast height;
2) measure mast height in number of Horizontal Bars on the scope;

you can then measure the range based on a formula, for example with Arclight's MRP, the formula is:

1.5x - MastHeight x 100 / horizontal bars = Range

6x - MastHeight x 400 / horizontal bars = Range

for example, a Liberty Ship has a mast height of 27.1 meters, if the measured height is 4 bars at 6x, the range would be 2,710 meters.

i.e. 27.1 x 400= 10,840 divided by 4= 2,710 meters.

This thread can also be of interest. The 1st post by Hitman links to a document of German U-boat periscopes.

http://www.subsim.com/radioroom/showthread.php?t=166280

I know ,,manual targeting by Hitaman''.
We use now the ,,manos scope'' (tested also the arlight scope - manos had more acurate readings). Almoust the same thing like you find in Hitmans posts you can find in Trevally tutorials but he use the real RAOFB - very good tutorial.




if you using the map plot method, you will also have the accurate course of the target on the map. You can then easily determine the AOB by using the protactor to measure it.

You now have Range, Bearing, Speed and AOB which can plug into the TDC. Best of all, you just need the scope, map and a calculator.

Thanks for your advice: anyway like i said this method is not my ideea - i tested so many methods and i chosed one that worked better for me.
All the other advices are very wellcomed!:up:

P.S. (if you are interested i can tell you how you can make to have displayed on your tai/nav map the real cource of a target when you put your scope on the ship - but this is like cheating:D)

Best regards!:salute:

raymond6751 01-31-11 07:27 PM

Taking a look now
 
Quote:

Originally Posted by Magic1111 (Post 1587002)
Hi Mate !
Then download you "Tactics Manuals" ! :up:
P.S. My 1000th Post.....

Congrats on 1000 posts, friend. I'm downloading the Tactics Manual now.

Seems to me if a ship is 3000m away at a 90 track, going 15 knots, you can kiss it goodbye!

I'm looking for a good method, cause I'm getting more with the cannon than the torpedoes. I can't figure the TDC out. That damned XO panel is right in the middle of my scope and I can't see the target. So I get rid of TDC and miss most of the time.

vanjast 02-01-11 04:25 AM

I haven't got SH5, but is there a rev/speed chart available here.
This method was used by both sides, and it's a simple matter of ship(engine) ID and prop rev count = approx speed. A 3 torp spread is usually more than enough.

I've nailed a ship at about 3-4K in visibility conditions of 50m, rain sleet and snow. This was definitely the luckiest shot.. but a good amount of calcs and obervations went into the aiming.
:)

stoianm 02-01-11 04:36 AM

Quote:

Originally Posted by raymond6751 (Post 1587672)
I'm looking for a good method, cause I'm getting more with the cannon than the torpedoes. I can't figure the TDC out. That damned XO panel is right in the middle of my scope and I can't see the target. So I get rid of TDC and miss most of the time.

If you press key ''L'' then the XO panel is going in the right corner and you will have free visibility for your scope:up:

stoianm 02-01-11 04:40 AM

Quote:

Originally Posted by vanjast (Post 1587888)
I haven't got SH5, but is there a rev/speed chart available here.
This method was used by both sides, and it's a simple matter of ship(engine) ID and prop rev count = approx speed. A 3 torp spread is usually more than enough.

I've nailed a ship at about 3-4K in visibility conditions of 50m, rain sleet and snow. This was definitely the luckiest shot.. but a good amount of calcs and obervations went into the aiming.
:)

Can you please share the link with this ,, rev/speed chart'' that you are tlaking about?

Thanks!



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