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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: May 2018
Posts: 24
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Hi.
This one is a bit more complicated than the smaller questions I had in the other thread. As a recap, I am playing Twos, max realism, real navigation etc. Quick sitrep on my experience bar: Currently, let's say I've learned how to use the RAOBF. I can get range and AOB quite well now, thanks to all the tutorials. I suppose I still need to learn the Attack Disc. I suppose I need to learn that to get even better at figuring AoBs and whatnots. So far, I've been blowing up ships, but a large number of them we're sitting ducks. That's not the path of the Kaleun! Now, what is really holding me back is the Gyro. I simply can't get behind when to shoot or where to point my periscope. I thought I did know, but I was wrong. I've seen tutorials, but they don't "0°, 0°" the two gyro values. They just aim a bit here or there with the gyro values showing sorta random numbers, and they just shoot a torp. Things blow up. Cool. So, I am a bit lost. Let's say you got range, AoB, speed well estimated. Where do you go from there? 1. Is it really necessary to have my uboot intersect with the target's course/track? I was under the impression the torpedo would actually change course appropriately. Unless the curvature actually causes more inaccuracies, if the gyro angle is too large?? ![]() 2. Videos are not helping much really. ![]() When do you launch your torpedo? Do you do 0° on gyro or do you aim somewhere as a lead? But how is that calculated? so many questions ![]() |
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#2 |
Sea Lord
![]() Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,721
Downloads: 107
Uploads: 4
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Good video series for using RN and Manual TDC: Browse on Youtube for the Stoianm tutorial videos. There are some very good ones including 4-Bearing method, hydrophone firing solutions etc. The Stoianm videos are old but they can be replayed 1:1 with the current TWoS.
I'm sure Peter (aka THEBERBSTER) can re-direct you to his sticky tutorials, see stickes above, by browsing them you should find what you want. Currently I'm making personal notes about using Auto TDC without RN, and it's complex enough for me... It starts from how to setup your game in the Options (manual TDC activated or not), the changes in the OFEV (XO TDC tab), how you identify ships (optional TWoS mod needed), and finally the firing procedure itself. All this is much harder than in other SH series, like SH3/SH4. If you don't play the game for awhile you can easily forget all this ![]() |
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#3 | |
Crusty
![]() Join Date: Jun 2005
Location: USA
Posts: 649
Downloads: 334
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I would advocate you learning to use the attack disk .. on that disk, there is a lot of information on the variables you need to attack when your sub is moving.It is a stand-alone tool .. be patient There is a handbook that you will need to read a few times to get the understanding of it .. also a good hint .. there are charts that will give you information on setting up a torpedo with setting your gryo angle and track angle at zero .. look for the dick okane method here on the forums and on youtube ![]()
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Captain AJ ![]() |
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#4 |
Admiral
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1) no you don’t need to intercept a target track. A 90deg intercept is the best way to minimize errors. Setting a torp to curve will give you many errors. You want a zero gyro angle to minimize these errors.
90deg intercept with zero deg gyro gives the ultimate chance for a kill. 2) if you calculate a good solution, you can move your scope left or right, until the gyro angle reads zero. Wait for your target to cross the vertical cross hair and fire. If your solution is good, the torp should hit where you aim. Your TDC is a calculator that sets where your scope should be to get your zero angle. Hope it helps. Check out my videos on youtube. |
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#5 |
Crusty
![]() Join Date: Jun 2005
Location: USA
Posts: 649
Downloads: 334
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I should make videos .. the arcade version of the game should not be an option I am seeing bastanko as I am a hardcore simmer without all the bull**** all you Whiney ass simmers should learn concept's .. and when you do the game will become fun
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Captain AJ ![]() |
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#6 | |
Sea Lord
![]() Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,721
Downloads: 107
Uploads: 4
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After one has played with enemy marks on the map display, with Auto TDC (which is not intuitive either), the crazy procedure in using the deck gun, playing without RN, all which corrisponds to 30% realism, after running it in 'arcade' as you say, one can get a good overall idea of SH5 and FROM THERE stepping upwards to better challenges. That's to say you learn to walk before running like Usain Bolt. But go ahead: I really would appreciate more updated videos for SH5 ![]() On the other hand, videos - even the best ones - are not the taste of everyone. I for example whish there would be a really good overall manual for the game, transcending the trashbin Ubisoft manual...This would for sure reduce substantially very noob questions about the game, although I don't see a problem with that. Cheers, Last edited by XenonSurf; 07-05-18 at 09:55 AM. |
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#7 |
Admiral
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If I can add if you are serious about hardcore manual targeting, start with AOB recognition. There are tons of resources to identify AOB.
Learn AOB on sight instead of using tools! If you can do that, you can eliminate s lot of errors right away. Conovaro has a lot of material for SH3 that works for 5. Basically it is pictures of a cargo ship at different angles. I have videos on AOB as well. Good luck! |
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#8 | |
Crusty
![]() Join Date: Jun 2005
Location: USA
Posts: 649
Downloads: 334
Uploads: 0
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There are a few tools in the game in your charts menu that will show pictures of a ship at different AOB. of 5.10.20-30-40-60-80-90 . A handbook will teach you how to use the attack disk. ill send you a copy to your inbox .. ![]()
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Captain AJ ![]() |
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#9 |
Scurvy Dog of the Deep
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+ it also makes the changing AOB easier to work out
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