Platapus, yes you got it right, but beware that this was elaborated for a reticle divided in mils -as the real ones were-, and not in degrees -as in SH3- so I can't assure that it will work unless I do the maths and check if the result is correct.
Quote:
For a daylight submerged attack,
do you also prefer an opposite heading to the convoy/target,
with torpedoes being fired at 90 degrees?
I don't like traveling in the same direction as a convoy,
for fear of being run over by a merchant.
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Each option has advantages and disadvantages, as I see it:
Heading against the convoy:(Passiergefecht or Engagement
en passant)
-You get in faster
-You get through the fore escort screen quicker because her speed and yours is added, and you can keep a more silent running
But:
-You need to turn 90º to make the proper zero Gyro angle shot, and for that you need a lot of space (Which you don't have between the columns)
For angled shots, you can only use properly the rear tube, because the bow ones will have the torpedo turn against the target motion, which increases chances of missing. From the UKH, paragraph 151: "
The 90° angled attack should only be used for small convergences; i.e., when the torpedo, before turning, moves in the same direction as the target. It is very difficult to estimate the D.A. for large convergences, especially in attacking at short range. Consequently, the 90° angled shot with a small convergent displacement of the target is used: in running fights in the form of the bow torpedo attack; in engagements en passant in the form of the stern torpedo attack."
-You also need a good amount of seaman's eye to decide when to start turning, because the added speeds of you and the convoy also make them go by way faster.
-Once the attack has been carried out, the motion of the convoy will soon leave you outside it on the rear, where all escorts will find you easier
Heading with the convoy:(Running fight):
-You can do 45º/90º angled shots between columns and hit more vessels with your forward tubes (You need a good estimate of distance, though, to ensure correct convergence) while staying safely between the enemy ships
-You can use the convoy as cover after the attack, as you won't slip through the rear of it that quick. This will hinder a lot the escorts, as they have to maneuver between columns to get a position to track and depthcharge you, and in real life (not modelled in the game) they would have more fear of dropping their ashcans in order to avoid killing seamen swimming around from sunk ships. There is also a lot of noise inside the convoy, which hinders the enemy hydrophones (But not the ASDIC!)
But:
-You have to wait longer until the convoy reaches you, increasing chances of a zig-zag throwing you out of the projected convoy path
-You have to stay longer in the vicinity of the escort screen
Summing it up for real life (Not for SH3), the BDU clearly recommended running against the convoy as best option, see paragraph 106 of the UKH:
"As a matter of principle, every underwater attack should be so prepared and carried out that the launching of torpedoes can take place at the earliest possible moment. Favorable opportunities of attack may be lost by hesitating. If conditions allow, the submarine should therefore go to meet the enemy. It is wrong to keep ahead of the enemy and wait until he comes into range."