![]() |
First sub sim, help please.
Hi, I've been lurking around here trying to get better at SH4 and I've learned how to use the dick O'kane maneuvers and manual TDC based on the (great) videos by rockin robbins and the likes, but I don't really get how to attack convoys...
For example, the dick O'kane maneuver is really great for attacking one or two merchant ships, but what strategies would I use to attack the other merchant ships in the convoy? From my newbie point of view, it seems like the dick o'kane maneuver is more like ambushing other ships, allowing you plenty of time to get the AOB, range, speed, etc... but once you sink a convoy ship, the other merchants goes crazy and zig zag all over the place... I'm not sure how to manually do TDC since the range, speed and AOB is constantly changing. Any advice on what strategies to use for attacking convoys and how to do manual TDC when the ships are zig zagging? Thanks |
Welcome Aboard darkcurrent :D
I'll let the better SH4 members give you advice. Nows your time to quit lurkin and get involved with SubSim. :D |
Quote:
Also, if your new to SH4 and play with any mods, or even a stock game, aircraft may seem like bothersome flies in need of swatting down, but they can and WILL sink you or destroy you. Nothing more frustrating then being on the way back from a 75000 ton patrol to have your tanks punctured by a bothersome (in my case british, as I'm playing OM) aircraft. Good Hunting :ping: |
at the moment Rockin Robbins, Urge and myself are trying to work up
a torpedo spreads workshop, in looking over the preliminaries this weekend its going to take us some time to churn out some product that can be used by others. so for now might I suggest. try a variation of dick okane. put your crosshairs ahead of the target ship let go of the scope. as the target ship goes by the cross hairs to the point of the target wherby you would normally start firing. start the stopwatch and dont move the crosshairs. when the next ship in line gets to the point where the target image is such that you would make your first firing shot on it. stop the stop watch. take the number of seconds displayed. set your first three torps for the depth on target one and your second three torps on the depth for target two. set up on ship one for dick okane again this time ready to fire. fire your first three and as you press fire button for #3 delay firing 4,5 & 6 until you have counted off the same number of seconds as the stopwatch showed on the trial run. You may now touch the scope and feel free to move about the cabin, if youve got em smoke. M [edit] and welcome to subsim. |
Quote:
I guess there are other prey, but do you know if they will stop zig zagging soon enough? or do they keep doing that? cause I was thinking maybe I should follow them either under thermal for awhile and maybe go back to PD after they've stopped zig zagging. Implicitly, you're saying that it is possible to torpedo one of the merchant ships in the convoy without the other merchant ships performing evasive maneuvers, right? Cause if there are, I may just abandon the convoy I'm stalking now for other convoys. At first I tried to engage the planes, but got bombed, so now I just hide under water every time one of my men sees a plane... works but annoying as hell. thanks PS: sorry for spelling mistakes, I'm using my brother's MX5000 keyboard and It's so different and harder to press the keys... |
Quote:
|
If I recall correctly...
The crazy zig zagging was patched in at some point because in the game as released the convoy would come to a halt making it a turkey shoot. Guess thats better than nothing. I cant add anything to the others tactics its solid advice. In the meantime... welcome. |
a well aimed spread is a fine way to defeat a zig zagging target.
the target still follows a base course and varies its helm a set number of degrees off of the base course on either side with a regular cadence to switch in game. suppose the targets true speed is roughly twelve knots and hes zigzagging twenty two and half degrees either side of his base course. if he was making twelve in a striaght line course now he is making 8 or 9 kts along the base course with slightly but constantly varying range and aob. mark the course line time the amount of time between two crossings. aim for the next cross point figure out your runtime set a spread to reduce the errors fire at the appropriate moment. the theory works but as with all things theres a lot to figure on and a lot to go wrong. but thats more or less how its done. M |
Quote:
And when engaging a convoy, you can get more then one target. Fire at the most distant target first and continuing firing at them in the order of there distance (I.E. 3000yrds, 2500,2000) with a few seconds in between. The idea being that all the torpedoes impact at around the same time, limiting there ability to zig-zag. I've even had them so close that the first fish hits on target 2 before the second or third torpedoes hit on the initial target. |
You can do it with a fleet boat too. :hmm:?
all a salvo switch does is time the shot and hold the angle, in effect a pk and a good sense of timing are the same thing. I dont have troubles shooting multiple targets in either ocean, but when it comes to shooting more intricate salvo forms I skip the salvo button usually anyway in my type IXB. the only limitation in anysubmarine french italian american japanese british turkish or german is the understanding of the captain. its a weapons system, a platform for the delivery of torpedo attacks. and well used even a wwI boat with short slow straight runners and no TDC is still a dangerous fish. |
Quote:
I tried to look it up on wiki and all I get is: "The term is commonly used to describe the firing of broadsides by warships, especially battleships. During fleet engagements in the days of sail, from 17th century until the 19th century, ships of the line were maneuvered with the objective of bringing the greatest possible number of cannon to bear on the enemy and to discharge them in a salvo, causing enough damage and confusion as to allow time for the cannon to be swabbed out and reloaded" is this correct? if so, can you guys explain more clearly? I don't get what it's saying since the definition uses the word salvo itself. PS: can anyone tell me what the gramophone does? Do you just listen to music on it? Thanks for the quick help guys!! |
in simplest terms a salvo is a round of firing some most or all of
your available guns torpedos or missiles. in the sense of shiv torpedos obviously for my own part I define a salvo of any shot consisting of more than two torpedos at a single target or any single firing sequence that involves more than one target. M |
I was re reading the OP.
a couple of other points alternative method fire as normal on the furthest target with slow torps and fire as normal on the closest target with fast torps. .... your spreads have to anticipate the enemy response this will only come with practice. M [edit] Gramaphone = Radio shows music news depends what you put in many use the radio instead but I prefer the gramaphone it is a little more straightforward for a dinosaur to use. excuse me a minute boys I'm watching Tom Dodge take the stingray out of harbour with new paint. ooooh holly... |
Quote:
As Mush stated, a salvo of torpedoes simply means firing more than one at the same target. SH3, and I assume the SH4 U-boat Add-on, has a selector switch that fires all the designated torpedoes at the same time, which would have been a sure-fire recipe for torpedoes hitting each other and affecting each other's magnetic exploders. What the switch did was tell the torpedo crew which tubes to fire. They still fired several seconds apart. The gramaphone is just a fancy old word for a record player. If you're young enough to still not get it, think of it as an old-fashioned CD-player.:sunny: |
Quote:
And I also agree for an intricate salvo, manually firing them is more effective, I personally like shooting a couple of mark14's at full speed, then a couple mark23?? (the american g7e electric knock-offs) about 3-5 degrees both fore and aft of the DD. It's a wierd tactic, but I seem to find good luck with it, as long as i remember to set the detonator to magnetic because if they do find home, the AOB is so sharp they just deflect off. It's a wierd tactic but I have had moderate success with. Nothing funnier then watching a DD turn hard to port just to be suprised by the one's he didnt see |
All times are GMT -5. The time now is 03:03 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.