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Originally Posted by Zosete
I think I'm not getting through... I know how to get into position and get all the data I need with a protractor in 5 seconds. I can even get a one hit KO with a magnetic pistol 1 meter under the keel.
My question is how does the żvorkschaffel?? Auto update system works. Exactly. Does it only get AoB? Do you need to have the ship
Locked? Do you need to switch to f3/Uzi view to get the update?
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While I do of course not know what exactly goes on in the code, I think I have a fair grasp on how it functions to us TDC users.
Locking a target is not necessary for the TDC to work. That is to say, IT IS needed for the notepad method to work. But not to make the torpedo calculations based on your dialed in inputs in the F6 TDC page. The game needs to match the mastheight in the recognition manual with the observed target in front to calculate range with the stadimeter. It could have been done differently, but Ubisoft decided this was the way it had to be done. As the game cannot recognise shapes in the view, the game relies on you to point at a 3d model select it by locking. Allowing the chosen mastheight to be applied for the range calculation. Also, when calculating speed, it needs to measure how much the periscope changes bearing as it follows. So it makes this easy for you by locking on the 3d model center. From this small turn, the initial range, and the AOB you have put in, it calculates the distance the target moved and in how much time. From those last 2 you get a speed. But it al starts with how accurate the range measurement and AOB was. However, I digress with notepad method info.
The Auto update mode of the TDC means that as you rotate the periscopes/UZO, the TDC also updates the AOB in the same step. The periscopes/UZO are directly linked to the bearing dial. That means that when you look at different targets in a convoy for example (which could be in all directions around you), the TDC has the same instantaneous course for all things it looks at. If it didn't you would have to manually correct each for change in bearing. As all targets in a convoy or small group move in the same direction with the same speed (if you go by unnoticed), this is very user friendly.
It does not update the distance to the target. It keeps and uses the last entered distance, or the last Stadimeter measurement you sent with the notepad, to account for torpedo turns at close range. Why it does not update the range? Good guess. No idea myself. I am not familiar with the real world German TDCs to know if they had this feature.
As explained in my previous message above, it's of little importance anyway if you let the torpedoes go at the target straight ahead out of the tubes. But you can't always force the tactical situation to your desires, and sometimes you must account for large gyro angle turns at close range. As a secondary use of this dial, it is probably used to calculate the impact timer on the stopwatch after you fire a torpedo. I have never tested this though if this is as accurate as you enter it, or if the game calculates it anyway by cheating with unit coordinates in the world. But I wouldn't call this a required part of it's functionality to get the torpedoes on target. It's made to make your life easier finding out when, and build up suspense.
When you input the target speed (and torpedo speed setting) and the AOB, then the TDC has enough information to calculate the rough lead angle getting the torpedoes towards a moving target. It is of course based on the periscope/Uzo looking towards the target. It calculates how much the torpedo needs to turn away from the periscope view to get onto the target in the future. So you do not have to set the bearing manually in the F6 TDC screen to do that. Or wait a few seconds to get the proper timing. Just look at it when you want to fire. Point on the hull where it needs to hit. It can be that accurate if all is done well.
It also does this correction for the actual torpedo trajectory right after leaving the tube. The parallax thing. The end result is the gyro angle that you see near the notepad. This is the angle that the torpedoes turn to finally. Aside from the range changing as the target approaches or recedes, the updates happen instantaneously while you move the periscope. This is quite a nice feature in the heat of battle. As that means several things less to worry about. And when you have to think while under pressure, mistakes start to spawn. Automation definitely helps.
Why you cannot see the settings change? There might be a hidden bug in the game, or only in some TDC Gui mods that make the TDC get stuck after some unknown event. The following might not apply to your mods selection, but who knows, it might help. For example, it was noticed in the OLC gui mod that the TDC dials and iirc the Attackdisk dials (a rotating bearing-course-AOB conversion wheel feature based on a real sliderule disk) in the 2D user interface got stuck after some unidentified cause. Dragging the dials just wouldn't budge. The solution however was simple. Go into the 3D command room, and go to the TDC station. On the side panels near the floor there is a 3D red button with the same function as the Auto-Manual TDC button on the F6 page. Flip it, and the TDC/Attack disk becomes unstuck again. Something unknown causes the 3d button and the 2d button to go out of sync jamming the device inoperative.
Try it and see if it helps.
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And the most important one: is there any intersection point in the torpedo trajectory as shown on the map? when should I fire?
I dont wanna limit Myself to 1.000 meter range shots in perpendicular, I want to try Hail Marys from afar and I'm not sure if the TDC takes into account everything so you can fire anytime as long as the calculations are right (and gyro is low) or you have to choose the timing.
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You fire when you want to! The TDC steers the torpedo to the future position of the target when you hit the button. The torpedo will meet the target, assuming all data that you have put in is correct. And it doesn't change course or speed of course. Also, the tubes must be opened previously, so it doesn't have to do that for you and cause a delay. Whether or not you hit, is often the question if the chosen time and situation was right to make best use of things working in your favour. As your settings can never be totally perfect, and you must account for errors. When to fire? The game cannot tell you that. That is your tactical decision. It does have the infamous green/yellow/red triangle


, but that is a meaningless indicator of bearing (or gyro angle, I'm not sure. it's hard to distinguish between them in terms of color coding.) It says nothing about the probability of hitting it.
The TDC F6 page does show a prediction of the torpedo path, and assumed impact point (based on set range). But depending on the realism/difficulty settings, you might not get the target itself shown. So it might be of little use, as you can't plot in that tactical map. It's a different map, it's separate from the navigation map.
Hitting the target in it's flank and up close and personal has the least chance of missing it because it shows it's broad side. At close range it's length gives the most margin for error on the lead angle of the torpedo. Allowing for misjudgement in target speed and AOB or distance. Far away, head on or tail AOB requires much more accuracy in the inputs to make a hit. You have to get yourself into situations (position and orientation) that give the best odds and wait until the best time comes.