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#1 |
Sailor man
![]() Join Date: Sep 2001
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Hi,
I am sure this has been answered before but I am having trouble finding any info on it. 90% of my torpedoes miss the target behind and I don't know what I am doing wrong. I am taking plenty of range/speed calculations and think I have a good solution but one of my calculations must be off. What should I be looking at first to get a more accurate solution? thanks, /Mad |
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#2 |
Stowaway
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I'm no expert mind you, but are you underestimating speed?
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#3 |
Navy Seal
![]() Join Date: Nov 2006
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Probably your estimated speed of the target is off. Someone else had the same question this morning. Unless the track of the target is perfectly perpendicular to your line of observation your speed estimate will be too low.
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Espionage, adventure, suspense, are just a click away Click here to look inside Brag's book: Amazon.com: Kingmaker: Alexey Braguine: Books Order Kingmaker here: http://www.subsim.com/store.html For Tactics visit:http://www.freewebs.com/kielman/ ![]() |
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#4 |
The Old Man
![]() Join Date: Jan 2007
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Do you remember to open your tube doors before launching torpedo? This is done with Q key and often causes misses, because if not open, the doors won't let your torpedo go 'on time'. The difference in time is about 1-2 s, and that would make the difference between hit and near miss, I suppose.
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
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#5 |
Weps
![]() Join Date: Dec 2007
Location: MVD, UY
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I had the same problem when I started manual firing, until I realized I was forgetting the last "Check" on the notepad (after you've checked each individual measure into it)
Also, preparing shots in advance, rather than taking measures while locked and firing, helps a lot in solving that problem. If not (this is what used to do before I realized about the above written), just go to the TDC after the info it's been entered, and add a couple of knots to the target's speed. Yeah yeah, not the most proffesional way to do it, but hey! A sunk ship is a sunk ship, regardless of how you managed to get it ![]()
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#6 |
Sailor man
![]() Join Date: Sep 2001
Location: Scottish Borders
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Thought I had posted a reply to this thread earlier but it seems to have gone astray (bit like my torps).
I do open the doors before hand and also set the shot up in advance usually with me at 90 degrees to the targets course sitting stationary taking speed/range measurements every 3 minutes 15 secs. I don't set the AOB in the notepad, I enter everything directly into the TDC and then fire. Should I set it in the notepad as well? Prob just need more practice with the speed issue. thanks, /Mad |
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#7 | |
Weps
![]() Join Date: Dec 2007
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Try the notepad, just for a change!
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#8 |
Medic
![]() Join Date: Jan 2008
Location: Springfield, Oregon
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Same problem... I've been missing behind. I know i have not been opening my torpedo doors. I'll do that. I've taken most of my shots from stationary between 1.1 km and 1.3km. It seems like getting an accurate range is critical to getting an accurate speed?
I put the scope right on the water line of the target, then put the top line right at the top of the highest mast, but below the flag... Sound ok? Thanks guys! |
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#9 |
Planesman
![]() Join Date: Mar 2007
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If I were you, I'd try to creep in to about 500m away from the point your target will be at point of impact. Your torpedoes have to go about 300m to arm (although in the past I've fired from 280m and had it arm in time - it seems to be a bit random...) before impacting the target, but I prefer to have a hundred metres or more in hand to be sure.
Also, when lining up the shot, try to plot out your target's course beforehand. Then, move 10km ahead of it and line up at 90 degrees to its track. I do this practically every time. With range less than 500m, this generally gives me big hole in the ship's side every time. At more than 1km from target, at 90 deg to the target's course, I hit about 90% of the time. At 1km, and at an angle off 90 deg, I only expect to get an impact 40-50% of the time, because the speed setting is generally wrong. At short range, this is less important, but at longer ranges, the time means your speed errors compound. This means by the time your torpedo covers the distance, the ship may be more than a hundred metres out from the calculated position. (Note that, generally, errors estimating speed is due to inaccurate judgement/calculation of AngleOnBow.)
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Using GWX 3.0 at 100% realism, OLC's 'Ubermod' & Torpdamagefinal ![]() |
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#10 | ||
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
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Quote:
Good hunting, fellow Kaleun!
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
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#11 | |
Lieutenant
![]() Join Date: Jun 2005
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1. check if torpdoors are open. If not, you WILL shoot behind the target 2. find and dl the OLC GUI mod from the modsforum. Manual Targetting was never easier AND realistic at the same time. |
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#12 |
Navy Seal
![]() Join Date: Feb 2005
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The best solutions come from visual observations plotted manually on the nav map.
Only when this fails should you try to get a solution from a single set of readings.
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#13 |
Subsim Aviator
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u had this same problem after installing OLC's GUI (which is awesome by the way) at any rate my solutions seemed flawless except for one thing ... Sometimes shots would miss well aft of target!!!
A real head scratcher considering I had taken so much care in plotting my calculations. BUT****** Where I screwed up royally I discovered... In the situations where I missed astern I discovered that I had set my AOB 90 degrees in the wrong damned direction!!!! I felt stupid! So make sure you set AOB Appropriately to port or starboard as setting it on the wrong side will cause shots to miss aft. For speed calculations- ID the target, set the cross hairs slightly ahead if target, when the front of the target passes the vertical line start timing... Stop timing when the stern of the target passes the vertical line. Now take the length of the ship divided by the time in second and multiply the result times 1.94... The result is the target speed in knots. I have found it is accurate to within a knot. As far as I can say incorrect speed and poor AOB are the only factors that will seriously affect missing aft.
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#14 | |
Medic
![]() Join Date: Jan 2008
Location: Springfield, Oregon
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Thanks. -Antiacus |
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#15 | ||
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
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Yup, he recently released a low contrast version, the only one sofar straight compatible with GWX2 is version 1.1.5. But if you want an original 'bright' version (see the screenshots in the link), 1.1.4 is still based on gwx1.03. The only tidbit is you need to make that one work is to remove a certain folder in the mod (before enabling) that contains recognition manual files from GWX 1.03. Otherwise GWX 2 crashes . And because of that removing you have to manually/mentally double mastheights when using the Range/AOB finder and rec-manual together. But the readme/documentation should point that out clearly. http://www.subsim.com/radioroom/showthread.php?t=124639 Last edited by Pisces; 01-15-08 at 05:49 PM. |
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