![]() |
How to use aobf or raobf?
So im try to use 87% Realism So im try to use aobf/raobf in Silent hunter 3 Magui MOD because im still confuse And i have question how we can know enemy speed?
:Kaleun_Cheers: |
|
thx but i still doesnt know how to setting the torpedo gyro because im shooting a salvo to large convoy like 2 from 4 torpedo only 2 hit and other was failure explode in the water:hmmm:
|
Sounds like you did everything right. Torpedo failures were common.
|
errr... not sure about that video. One knot is 0.52m/s. Am I losing the plot?
What I do is: Time how long it takes the target to traverse the reticule in the periscope. Take the target length in metres and double it. Divide that number by the time in seconds and you have knots (near enough). Robert is your mother's brother. Even I can do that in my head to the nearest knot. And it's historically accurate! Or you can use the more realistic U-Jagd stopwatch if you have that mod. If your own boat is moving it will screw up the target speed calculation. Assuming you are travelling towards the target it will actually be going faster than calculated. Some folks have tables to correct the value, but if I'm going at around 2 knots I just add a knot. If you fire at around zero gyro angle the range does not matter except in calculating time to impact. The TDC will not automatically update the range, so enter what you plan the range to be when you fire. The difficult bit is the angle on bow... I'm usually perpendicular to the target course, so I know how many degrees I am from having the target straight ahead at 90 degrees AOB. i therefore enter 90 degrees less the number of degrees to go to straight ahead. There are various in game calculator disks to do the job, or you can measure from a plot on the map. After entering the values, and with the TDC again locked to the periscope, the TDC will keep automatically updating the target relative bearing and AOB, and hence gyro angle, based on the periscope angle. in theory you can fire at any time, and can even "point and shoot" at other ships at the same speed and heading. Unlike the real TDC, the game TDC will not compensate for a change in uboat heading; so do not turn the boat after locking the TDC. SH3 merchants have captains with cat-like reflexes and can accelerate and brake like F1 cars. So avoid using steam torpedoes in daylight if possible and if attacking several ships try to get all your eels to arrive at the same time. Most importantly the trick is to get within 1km, but over 300m. That can be a bit suicidal with late war convoys. Info about the real TDC here: http://tvre.org/en/handbook-of-the-u-boat-commander |
Quote:
:k_confused: :Kaleun_Thumbs_Up: |
Timing a target for 3 minutes 15 seconds on the plot gives target course (and thus angle on bow), speed and range. So everything you need for manual firing. The trouble is it's a computer game thing. In real life in this time period it was not generally possible to get a sufficiently accurate range for this approach to work.
The real attack methods were designed to avoid accurate measurements of range. Take a look at Tonci87's series on "U-tube" :03:. https://www.youtube.com/watch?v=LA_I...Ig-rUT4Z3fOPPS |
Quote:
|
Quote:
|
There are 1852 m in a nautical mile. The speed calculation should be as follows (there is an error in the video in this regard):
Target length in m / seconds * 1.944 Why 1.944? It’s because you are measuring in seconds and you need nautical miles per hour. So, you need to multiply by 60 twice, 3600. We need to convert to nm, so we then need to divide by 1852. The effect of these adjustments is 3600/1852, or 1.944. Written differently: Target length in m / seconds * 3600 / 1852 Hope that clears things up. |
Quote:
|
Quote:
|
Hey everyone!
I have had this conversation for many years and folks seem to still have issue with this. Whatever math you use, if it hits your target, go with that. 1.852 works for me, and it is very accurate. That is not saying that your method isn't. I read many books, on U-Boats and the Battle of the Atlantic, And I cannot remember which book I read at the time. I had surgery so during recovery I had a lot of time to read. I found a method that the Kplt used and he use 1.852 in his solution. So I tried it, and it never failed me in both SH3 and 5! Feel free to use it or not. Good hunting boys! |
Here is the table from MDv 416T (firing regulations for U-boats), for this method. If you run the numbers it is 1.94. Why that is the case, Pisces and I lay out in previous posts. At the bottom is a rule of thumb to use 2 as that makes mental math easier.
1.852 will of course work at reasonable ranges because the difference is a matter of fractions of a knot. But simply multiplying by it is a misunderstanding of how to apply the 1852 m/nm conversion, and not based on what is actually happening. If taught, a concept should be taught correctly. Now that people know why it is 1.94, why not just use that? Or 2 like the historical rule of thumb? https://www.subsim.com/radioroom/pic...ictureid=13309 |
It might just be NYGM! I use this exclusively for SH three. It works phenomenally. Down to where I can hit the target exactly where I want it. And it never mattered my distance either. So I don’t know why 1.852 worked. But it does. Again it’s not a big deal, as long as people use it, and then it works for them. as far as being correct? I look at it this way… if it works, how can it be incorrect?
|
All times are GMT -5. The time now is 05:52 PM. |
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.