SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   COLD WATERS (https://www.subsim.com/radioroom/forumdisplay.php?f=268)
-   -   Manual Fixes / Firing Solutions in Cold Waters (https://www.subsim.com/radioroom/showthread.php?t=233514)

Fenix 09-23-17 07:22 PM

Manual Fixes / Firing Solutions in Cold Waters
 
I've logged a few hours with CW and I'm having a lot of fun so far. I am a new NFO in the Navy and have a little knowledge on actual sub prosecution (from the air, however) that I wonder if I can apply here. The firing solution is improved in the game by refining one's sensors but I wonder has anyone been able to do things the old-fashioned way?

How accurate are those yellow bearing lines that sometimes shoot out to your ship on the map? And are there any in-game ways to apply marks with times, bearings, etc. to start to build a manual track? Maybe mods? Any kind of TACAIDs would be better than nothing. Also, for farther engagements, it would be important to know the speed of the torps themselves to lead the target. I think the active sensor ranges are given but I don't know how fast they each are. I'm sure I could run some tests but if it's out there already, I'd appreciate a reference.

Has anyone had any success prosecuting subs like this? I have my whiz wheel and a notepad and I'm ready to nerd it up! Really enjoying the game so far but I want to practice operating old school in the future.

Forgive me if this has been addressed already. I tried searching and found a lot of good info but I couldn't pin this down directly. :salute:

nesbit 09-23-17 07:52 PM

If I understand what you are talking about it's the pings. And it's very common to send a torpedo down a ping bearing. However if it's a fast target moving perpendicular to the bearing, the torpedo might miss. If it's coming at you it might overshoot.

Fenix 09-23-17 08:54 PM

Is that what those yellow bearing line flashes are? That's good to know.

Every so often, the contact updates on the chart. If you take could get two good fixes at 3 min apart, you just divide the yards by 100 to get speed. So let's say the two fixes are 1000 yds apart, then the sub is going 10 kts. If there were a protractor tool or a more intelligent cursor, you could get course and bearing to ownship.

I remember there being some pretty good chart tools with SH. I hope we can get something similar in CW to do things old school, if there isn't already. Right now, I'd have to eyeball it or put physical tools to my screen, obviously not ideal.

-Pv- 09-23-17 09:58 PM

Just let your crew do the work. You can help them out a bit by guessing the contact type. Within a short time your crew will give you bearing, speed, distance and position accuracy. You won't have much trouble nailing your targets with this information. The time period of these engagements are well within advance military computer age.
-Pv-

Delgard 09-24-17 08:18 AM

I don't know that I have the time to spend waiting for the TMA team to determine an accurate distance. The enemy seems to react to my presence before that.

I think that is why I am quicker to fire.

I still have a lot of issues with torpedoes going after sunken ships.

-Pv- 09-24-17 12:07 PM

Best to keep the wire if you can the steer them away from the sinks. The enemy subs rarely (if ever) hug the bottom.
-Pv-

Delgard 09-25-17 11:28 AM

It really only happens when multiple ships are involved like the beach invasion. It would be good to be able to set the depth of the run.

With four torpedoes out, manually controlling them all because of wrecks is a challenge and...not very realistic.

After those four sink their targets, the next four are just a pain in the butt.

-Pv- 09-25-17 12:23 PM

One way to set the depth of the pre-activate run is to launch them at different depths. After that, I agree controlling more than two wires is challenging, especially in three dimensions in addition to your own sub also in three dimension while trying to keep them away from yourself. I can only control two plus myself effectively and even that is hard sometimes.
For those wanting to make the game harder, mess with Elite level or add another level and leave the existing difficulties alone. Make AI land evasion smarter which also makes AI more difficult to corner since they'll be less likely (not impossible) to ground making them a sitting target and removing them from play even if they don't get hit.
-Pv-

Delgard 09-25-17 12:31 PM

Well, my activation point tends to be farther than 100 meters from the target. Even firing at 50 ft. they try to go down to the bottom once they activate and discover a noisy hunk of steel.

Prolly some government contractor. (oops, that's me.)

On the beach invasion force I do go for the escorts first so I can do the troop carriers with missiles. And, all the activity I am doing tends to bring a helo.

(war is hell...thanks KFG)

Oh, I got an MoH Saturday. (woo-hoo!...a round of drinks for all at the Pier Pub)

-Pv- 09-25-17 12:36 PM

I try to launch torps at 30+ deg to the intended target, then change course at the last possible moment. Together with presetting the activation depth to Run Shallow against ships can help. I almost never launch torps directly at the target unless I have no choice.
-Pv-

Delgard 09-25-17 12:39 PM

I was just thinking about missions. What if a neutral vessel, in the middle of the sea was boarded by sailors from a Soviet warship. Find it, destroy the warship and release the Seals.

If it was a cruise ship, we could even party with Nordic blonds. :03:

I am usually farther out and detected. Playing at a harder level means shoot first, ask questions later. I would get sad if a Nordic cruise ship got in the way, though. We could have an hour or so of at-sea liberty. :)

GeneralGamer 09-25-17 05:13 PM

Sounds like a movie

azanimefan 10-02-17 10:05 PM

Quote:

Originally Posted by Fenix (Post 2514670)
I've logged a few hours with CW and I'm having a lot of fun so far. I am a new NFO in the Navy and have a little knowledge on actual sub prosecution (from the air, however) that I wonder if I can apply here. The firing solution is improved in the game by refining one's sensors but I wonder has anyone been able to do things the old-fashioned way?

How accurate are those yellow bearing lines that sometimes shoot out to your ship on the map? And are there any in-game ways to apply marks with times, bearings, etc. to start to build a manual track? Maybe mods? Any kind of TACAIDs would be better than nothing. Also, for farther engagements, it would be important to know the speed of the torps themselves to lead the target. I think the active sensor ranges are given but I don't know how fast they each are. I'm sure I could run some tests but if it's out there already, I'd appreciate a reference.

Has anyone had any success prosecuting subs like this? I have my whiz wheel and a notepad and I'm ready to nerd it up! Really enjoying the game so far but I want to practice operating old school in the future.

Forgive me if this has been addressed already. I tried searching and found a lot of good info but I couldn't pin this down directly. :salute:

I sink half the escorts I fight by torpedoing down a yellow active sonar ping. Set the torpedo to surface search, and passive search (not active, surface ships are way too noisy to bother with pinging) then let it go. If I have a poor idea about distance i'll let it run for a few hundred yards, then manually steer it to keep it on the yellow ping bearing. eventually it will find the surface ship and finish it off. very easy to do it this way. Do the same thing to subs I didn't notice who suddenly ping. only those get the active search from the torpedo. pretty easy.


All times are GMT -5. The time now is 06:58 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.