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Old 09-30-05, 05:26 PM   #1
Kobal2
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Default Zig-zagging prey

As everyone knows, the limiting factor in a patrol is the torpedo load, so I always try to sink ships in one torpedo. In good weather it's quite easy to get a deadly precise solution even at 1000+meters, but in bad weather the range data is sketchy at best, since I can only get quick and unprecise snapshots of the target inbetween waves sloshing over my scope, and the target rolling up and down doesn't help either... I still get a hit most of the time, but on C2s a single hit isn't enough if it's not right in the fuel hold...

And when they you hit them, they definitely know you're here, and start zig-zagging like crazy if you aren't lucky enough to have stopped them.

Now, after a couple of frustrating experiences in which I emptied my stock for nothing, I've got the hang of the timing, I know I should fire when they're roughly 45° towards or away from me and starting to turn back to their original course, so that when the torp actually hits they'll be close to 90° BUT the speed enterred in my solution is no longer valid, since they're turning thus bleeding speed and following a longer route than if they were heading straight.

My question is : what percentage of their original speed should I use ? On a C2 moving a 7,5 knots, I tried 5 knots at 900m, but my torp missed their stern by a hair (I was aiming at the smokestack). What do you guys do ?

(Most of the time I just run ahead 20 km and wait for them, by that time they're back on a straight path, but you can't always do that if they're fast, or if there are destroyers on the way...)
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Old 09-30-05, 06:26 PM   #2
CWorth
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When they are zig zagging I usually use 1-2 knots less than the preys speed for my solutions fot the torpedoes.
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Old 09-30-05, 08:38 PM   #3
HEMISENT
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I reduce torpedo speed by 1 knot on low speed targets and 2-3 knots on medium speed targets. Always set the fish for magnetic. Been working fine since I read about this trick here some time ago.
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Old 10-01-05, 04:48 AM   #4
Twelvefield
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My best trick is to move away, time-compress, and come back when they stop zig-zagging. I admit it's not as good a trick as the above, if you need a quick solution.
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Old 10-01-05, 09:20 AM   #5
ICBM
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Pfff, just go flank and manualy fire at such a short (+-500m) distance that the target cannot escape. (provided that you use fast T1s)

No notebook crap, just make a quick visual estimation of the targets course vs speed(!!) vs distance and fire 1 or 2 torps.
I've become quite an expert at this, very usefull in low visibility conditions and when the scheisse hits the fan and need to unload quickly.
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Old 10-01-05, 09:49 AM   #6
Col7777
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You can add extra torpedoes as well, read this thread:

http://www.subsim.com/phpBB/viewtopi...extra+topedoes

I use it all the time now, I've even got rid of my deck-gun and added SLIGHTLY extra speed to my sub to compensate for the missing gun.
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Old 10-01-05, 10:22 AM   #7
Kobal2
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I don't use the notebook

I find it awfully imprecise, plus the AOB doesn't update on it so if you enter a ships position, then update the distance over time, your solution gets waaay off target...

The TDC station is way better... Now if only those dials were easier to read...
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Old 10-01-05, 11:33 PM   #8
hunter301
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Is there a way to manuaaly input target speeds to do your own "tweeking" on calculations?
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Old 10-02-05, 03:02 AM   #9
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One thing I didn't realize until recently is you can use the notepad for some settings, and set others manually. For example, you can use manual TDC to set the speed, and go back to the notepad to input range and AOB.
If you do an update from notepad, then as the long as the setting is blank (there's just a dash there, not a value) then it will not override the manual setting you made in the TDC.
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Old 10-02-05, 05:29 AM   #10
Kobal2
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hunter : yup, the TDC station (that's the post where you set torp depth, detonation pistol etc...). The knobs and rings on the bottom left side of the page represent the different parameters for your firing solution. IIRC, from left to right the dials are : bearing from own ship, distance to target, AOB and target speed, the last two dials indicating the gyro angle computed for you torp(s) as a result for those parameters.

You can modify the dials by hand, but only if you tick the little red button that lies between the speed dial and the gyro angle dials. When that button turns green, you can enter you own variables and when you push it back to red, the computer will switch back to automatic and process the results of your equation in real time, ie. modifiying the AOB as time passes or as you move the aiming point of your scope etc...
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