1) No, you don't. The AOB is the angle somebody on the ship would see your boat at, relative to his own vessel. Which way your scope is pointed doesn't change that. Nor does any which way your BOAT is pointed at.
HOWEVER: Since you're probably feeding data into the TDC at this point and since it does need the bearing among other things, you'll usually be looking right at the target now (not to mention that your current periscope bearing feeds straight into the TDC.) Once you've locked everything, though, it doesn't matter anymore. The TDC will automatically update.
2) Start in front of the target, then follow a line along its projected course until you're in the middle of the target ("the box") and place the "corner" of the tool, then draw to the middle of your boat ("the circle") and place the last point there. The AOB will now be displayed right next to the target. Yes, use the middle. Not that one or two degrees of difference will make much of an impact at reasonable distances.
3) Can't do it better than this:
http://www.subsim.com/radioroom/showthread.php?t=88961 (Yes, it's for SH3 but the exact same rules apply in SH5).
4) Dunno.
5) Still dunno.
6) Thoughts, yes. Over time, I have noticed that a lot of CTDs have to do with sudden, massive overload of the CPU so yes, I firmly believe that lowering the graphics, some of them more intensive on CPU cycles than others, will increase stability as a general rule.
7) Ideally, you'd want all of your torpedoes to hit at the exact same time, but that would be quite the math problem to set up for yourself. In practical terms, shoot at the furthest targets first, use the slowest torpedoes on the closest ones and try to "cluster" your targets so there is not too far between your shots. You can only shoot four at a time, after all. Even though this won't cause all of your torpedoes to go off simultaneously (unless you're extremely lucky), it will cluster the explosions together more, and remember that even though the targets WILL start taking evasive actions, they're not race cars and won't stop/turn on a dime. The 10-20 seconds (or even more) between the first and last hit of yours may seem like an eternity to
you (it certainly does to ME), but it's nothing but a blink of an eye to a big, steaming, 5,000 ton hulk of inertia. You might not hit exactly where you were aiming, but you'll hit.
Which leads me to ObLt z. See Misha's first rule of thumb when aiming: Always,
always go for the center unless it's a stationary single target. Corollary to ObLt z.See Misha's first rule is if you must, aim slightly abaft the beam (behind the middle to you lubberly types

) since almost
any evasive maneuver by a target will cause a decrease in the lateral speed vector of the target, whether they slow down or turn away from or toward you (which means your torpedo will hit in front of your aim point). The
only exception to this rule would be the target suddenly speeding up while maintaining course which, if you're a 5,000 hulk of mercantile inertia, isn't your smartest move. Best move from the target's point of view is to go to flank and hard rudder either side, which is what they'll almost always do.
8) Front tube. In this case, you'll get his launch speed PLUS the speed of the boat. Unless you're traveling at near-light speed, which we'll cover in an upcoming class. Once light speed engines have been invented. Next Tuesday.
9) Don't get lost. Which sums up to "know where you are, and know where you want to go. Both data points are vital to successful navigation. Once you have those, all you need is a compass." And don't ever,
EVER hand the map and compass to anybody above the rank of Feldwebel!!!