What Fishie said was all spot on, but I'll try and give my perspective on the points you're asking.
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Heya guys. I just started playing the game about a week ago and I'm having quite a lot of fun despite the fact that it's mostly an alien language to me so far. I really didn't find that the manual or in game tutorials properly explained the instruments and the proper way to utilize what's available to someone that has little prior knowledge of these things. I've spent a lot of time on this site (more then I've even been playing) watching the training videos and reading the documentation and it's helped me quite a bit but there are still a few things that I'm just not connecting the dots on and was hoping someone could help explain them to me. I know some of the questions are probably already answered and I overlooked them or simply didn't understand such is the case with a couple of the videos (the one that I thought would answer all of my questions had such horrible audio I simply couldn't make out what he was saying) so I apologize for any inconvenience.
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First off welcome to SubSim!
One thing to know is that here in this forum is one of the most open and welcoming communities I personally have ever seen or met ever. Be you a newer player or a veteran of many patrols, there is such a deep knowledge base here that you're sure to learn something new every time you visit.
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Ok, as I said I've already picked up on quite a bit and am now playing on 100 realism with the exception of the cams which I'm leaving on only to check on my shots after I make them to verify if what I did worked. I don't use them to do anything else. I am starting to have some luck getting the measurements right but these following points I'm really not fully grasping. (Most of it LOL)
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One thing I may suggest is to not immediately jump in at 100% Realism, things like manual targetting, contacts off, Fuel/CO2/Battery you may want to gradually turn on when your comfortable with plotting reliable courses and managing your finite resources (fuel, batteries). Secondly, using contacts on while learning manual will help you a lot in learning how to plot targets. Use it as a verification tool (ie: make your own plots, and verify with contacts on). Gradually work your way into 100% realism and you'll enjoy the game alot more rather then jumping right in and struggling alot and getting tired of the concepts.
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For one, the tool to check the distance on a ship after identifying it. There appears to be a slight graphical issue with the tips of the mast when lining the images up and I'm not sure if I should be waiting for that last portion of the mast to flicker into view and place the image at the absolute top of that or should I ignore the portion that's flickering out of view and focus solely on lining it up with the top of the mast that is constantly visible?
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What your referring to is the stadimeter (tool on the periscope/UZO to check range). What you will learn about this tool is that the further you are from the target, the less accurate it becomes (thus graphical errors come more into play). Generally, I try not to use it within 1200yds of the target. To me it is more of a snapshot tool in the midst of a convoy where I poke the scope and and see a juicy target that needs torpedo treatment. Also, try to always use it within ~30 degrees of a perpendicular target (ie: Do not use it if your AOB [Angle on the Bow] is greater then 75-115 to Port or Starboard).
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Second is the AoB I believe it's called? I believe it means angle of bearing? From what I believe I understand that's the angle the torp will impact the ship at from the current setup. My problem is I simply don't understand how to calculate it short of guesswork. My guessing has been getting better and I managed to get several sinkings last night but I'm sure there's got to be a more sound method to get a precise measurement without guesswork right?
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As Fishie pointed to, AOB is simply Angle on the Bow. Basically, if you were sitting in the ship your targeting and you were to look directly at your submarines periscope, what bearing would you have to look out on?. Generally a good guesstimation works for snapshots of close ranges. However, as with all targetting in SH4, the further out you get, the more precise your measurements have to be. If you check the forums there are tons of guides to determining AOB with visual, sonar and radar tools. One of my favorites is WernerSobes Sonar only attack method using only sonar bearings to determine speed, AOB, range and course.
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Another is in regards to tracking a ships position with the map. I have no clue what the conversion is between feet and NM's or how to properly use the tools (considering I'm not entirely sure I'm getting the distance right in the first place) so I'm really confused on how to properly note with any measure of certainty where on the map the targeted ship is in relation to me in order to track it's progress which I assume if I can figure that out then determining the AoB will be easy after that.
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I myself have trouble with this

so I can't offer too much help here. But the basic meathod I use is to take multiple *timed* bearing checks (with sonar, visually or with radar) to determine what the target is doing. While doing this remember to mark down said bearing from you (helps alot of your sitting stationary) and make note of the time difference you took the bearings at (also try to use the same time difference ie: don't take a measurement every 5 minutes and then switch to every 10 minutes).
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When it comes to tracking speed, I've been using the method to time how long it takes the ship to pass the crosshairs and that's been pretty accurate for me but depends entirely on being close enough to identify them to know the length of the ship I'm measuring. Again I believe understanding the above point will likely help with this also.
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Using the bearing checking method I alluded to, as well as those you will learn in WernerSobes tutorial, you will learn to check speed easily. One way to do this, is to take a bearing check (make sure to know the range of the target) and wait 15 minutes to make another check (make sure to take range also). Now, multiply the distance between the two points by 4 and you have it's speed.
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I've also been curious about escorts. I've read a few things on this board about them and I recall one set of pictures that showed early war destroyers ranges at about 120 feet yet there are numerous instances where I'm still being pinged at below 200. In regards to that I'm not entirely sure exactly how deep I can go. I believe the red water mark on the depth meter is somewhere around 300. I haven't tried to go beneath that point as I assume it'd be bad for me but I wonder if it's possible to go that low for any measure of time without getting stuck under. lol
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The problem with this question is there are a TON of variables that come into play when dealing with escorts. Mainly, are you using any mods like TMO, RFB or vanilla game? Also, are you in shallow water, deep water, (storms, etc take effect when your using some mods also). Finally there are differences between Poor, to Elite crews (as well as Bungo Pete in TMO) that change escort AI. One thing to note is the type of escort your dealing with, Gunboats offer less chance of detection compared to Akizukis, subhunters, etc. Generally try to get below a layer and then run silent (50 rpms, check in your control room on the dials) and change the direction you were heading prior to crossing the layer.
Secondly, the depth you can go to depends mainly on the boat your using. Generally S-boats won't go under 250ft (if i recall.. haven't played in a while), compared to the Gatos and Balaos that can go 600ft+.Also, the deeper and longer you stay 'in the red' the more damage you do to your boat gradually over time which, when accumlated in enough quantities means you'll suddenly realise you can't go to the surface when you want to.
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I'm also curious what effect speed has at those depths as there where numerous occasions where I was traveling at great depths and forgot to change from flank speed and used time compression. When doing that my ships would suddenly start taking a ton of damage and I couldn't identify a source as it doesn't appear to be a plane or destroyer and I was in very deep water so it wasn't the floor. I assume it was the constant speed at the pressure those depths bring that did me in? I'm nervous about using high speed when evading escorts while that's a possibility. lol
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Generally speed does not dictate how much damage you take while submerged (unless there's escorts and you're detected

). However, due to the limited amount of battery power you have, try not to over use the flank speed when submerged. For accumulated damage please see the above point
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So yea, I ramble a bit if you can't tell. lol. I'm using the stock game 1.5 U boat missions and any help or advice would be greatly appreciated. I'm really trying to learn and you guys have provided some great vids and articles that have helped me a bunch already, but it's just those few points I can't grasp in the first place.
Thanks.
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Really the game becomes truly magnificent once you start using Mods and it will greatly increase the number of functions and features available to you. Definately check out the Mods workshop area to get some great ideas on which ones to use. Also, it's a game so don't be afraid to use trial and error on some unescorted convoys or lone ships. You will eventually find a style of play that works for you and one that you enjoy.
Cheers and happy hunting!
Krauter