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Old 10-02-08, 01:56 AM   #1
I'm goin' down
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Default manual targeting problem

I am attempting manual targeting (gulp!). I set up the position keeper and open the device on the right side of the screen, measure the mast and send the information to the TDC. I do the same of the AOB. How do I measure verify distance to the target? Is that calculated by the postion keeper after I have locked the periscope on the target? When I have fired torpedos the intersection point is closer than the ships location per the attack radar. I have missed all of the, but not by much. And for speed I assume you calculate it using the 3 minute rule or you estimate it based upon the specs. of the target vessel. (At least I am not facing the wrong way.)

I am practicing on the cruiser in the submarine school, and if can't hit it I'm goin' down (where have I heard that name?) when I face the enemy. I admit my firing angle has not been good, and has not been at a 90 degrees to the target. In fact, the angle has not been close to 90 degrees. Is that the problem?

Also there are two lines on the attack radar. Does the enemy have to be between those lines when the torpedo is fired or makes its turn?

I am playing at 15 percent realism and mark the torpedos for impact and contact.

Last edited by I'm goin' down; 10-02-08 at 02:08 AM.
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Old 10-02-08, 02:49 AM   #2
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Using the PK is not so hard, but a good idea is to try and visualise the AOB, by mentally converting the flat screen image into a 3D mental image

OK, here's how I will do it

As soon as the target is within 9000yds set your first PK estimates. If you use radar to get your range, then it's easy. Just put in the range you estimate (there is a mod that lets you freespin the range wheel to set the range of your choosing - this is helpful for when the stadimeter is not the ideal tool), the AOB that you estimate, and then enter an estimated speed. If you have sonar reporting speed, this will help you. Turn on the PK

Now downscope or whatever you want to do next. Go and work out it's course according to the AOB info (this is easy as you can simply read it's computed course on the PK)

Set up a general intercept route (Generally a nice intercept is to try and hold it on roughly your 80, while your paths converge)

After, say, 5 mins, you need to compare the generated range, speed and AOB with what the visual.

Range can be easily checked with radar or stadimeter and AOB, with practice can be easily assessed by eye

The key point is, is the target ahead or behind the predicted bearing to target. If AOB and range on the PK are roughly correct, chances are it's the speed that was wrong

If the target moved ahead of the PK generated bearing, send new data, but increase the estimated speed, if the target has fallen behind the generated bearing, set a slower speed

Then after another 5 mins, do again

Ideall, within 2 or 3 of these, the target will be "tracking well" and after 5 mins the generated bearing will match the actual bearing to target

Don't expect it to be completely perfect, just good enough, and so long as the speed was eventually correct, that's enough

Then just before firing, send new bearing, range and AOB data, and away with the fish. You can use the spread dial to create a spread.

Or alternatively having gotten the speed this way, you can use the Dick O'kane method to finish, but i prefer to keep the PK on for my attacks and send some fancy spread patterns
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Old 10-02-08, 02:50 AM   #3
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and yes, you will be much more likely to hit something more or less side-on than head-on
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"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill
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Old 10-02-08, 06:51 AM   #4
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Quote:
I am attempting manual targeting (gulp!).

...hold on...manual targeting has been blown way out of proportion as to the difficulty of the thing. Piece of cake really especially if you have version 1.5 and a bit of experience with actually firing a few fish on patrol.

My advice would be to go to Subschool-Artillery tutorial and practice a time or two before attempting it in career. You will plainly see how all the different aspects interact to bring the torpedoes home. In subschool you can take your time and do it at leisure without the pressure of having to set up your attack on the fly as in a career.

Just remember to submerge before you begin if you have one of the mods installed that allow the subschool planes to actually do you damage...
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Old 10-02-08, 09:20 AM   #5
kylania
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I simply cannot get an accurate range via the stadimeter especially if I've turned off Stabilize view or whatever that setting is. Also never been able to get the speed thing to work properly.

So while I enjoy manual targeting, at 100% realism I simply can't get hits with us.
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Old 10-02-08, 10:55 AM   #6
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Quote:
Originally Posted by kylania
I simply cannot get an accurate range via the stadimeter especially if I've turned off Stabilize view or whatever that setting is. Also never been able to get the speed thing to work properly.

So while I enjoy manual targeting, at 100% realism I simply can't get hits with us.
Speed is easy. Espically if you have a nomograph ala RFB

Just mark his location, wait a period of time, mark it again. Draw a line between the two and measure the distance. Wala you can now compute his speed. Not only that you should have also his course which can also help you to deduce the AOB.
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Old 10-02-08, 10:57 AM   #7
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Quote:
Originally Posted by I'm goin' down
I am playing at 15 percent realism and mark the torpedos for impact and contact.
:hmm: I'm not sure you can actually do manual attacks at that percentage. What are your game settings?
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Old 10-02-08, 11:42 AM   #8
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Quote:
Originally Posted by SteamWake
Quote:
Originally Posted by kylania
Also never been able to get the speed thing to work properly.
Speed is easy. ... Just mark his location, wait a period of time, mark it again.
Oh sure, that works well for me. I meant the little Estimate Speed Button thingie on the TDC.
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Old 10-02-08, 12:20 PM   #9
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I am trying to learn a more realistic way to obtain speed, never learned trig, but if all else fails, try using your map.

What I do is when I have the target in sight, go to the map and with your marker mark the position of the target and your position. Zoom in pretty tight when you do this. After a period of time remark both and measure distance covered by both.

From there it is easy, just compare a known speed (yours) to obtain the targets speed.

Let's say over a set time period you have covered 200 yards at 4 knots and your target has covered 600 yards.

4/200=X/600
200X=2400
X= 12Knots, your target's speed.
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Old 10-02-08, 12:27 PM   #10
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It's even easier to get an approx speed as mentioned eariler. Mark the target's position, start the stopwatch, wait 3 minutes (3.15 minutes if you're using meters) then mark the position of your target. Measure the distance between the points / 100 and that's their speed. Ex: 700y = 7kts
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Old 10-02-08, 12:33 PM   #11
I'm goin' down
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I am lost. joe grundman reply was too sophisticated for me.

Using the PK is not so hard, but a good idea is to try and visualise the AOB, by mentally converting the flat screen image into a 3D mental image. \

What is the PK?


OK, here's how I will do it

As soon as the target is within 9000yds set your first PK estimates. If you use radar to get your range, then it's easy. Just put in the range you estimate (there is a mod that lets you freespin the range wheel to set the range of your choosing - this is helpful for when the stadimeter is not the ideal tool), the AOB that you estimate, and then enter an estimated speed. If you have sonar reporting speed, this will help you. Turn on the PK

Now downscope or whatever you want to do next. Go and work out it's course according to the AOB info (this is easy as you can simply read it's computed course on the PK)

Set up a general intercept route (Generally a nice intercept is to try and hold it on roughly your 80, while your paths converge)

What is to your 80?


After, say, 5 mins, you need to compare the generated range, speed and AOB with what the visual.

Range can be easily checked with radar or stadimeter and AOB, with practice can be easily assessed by eye

The key point is, is the target ahead or behind the predicted bearing to target. If AOB and range on the PK are roughly correct, chances are it's the speed that was wrong

If the target moved ahead of the PK generated bearing, send new data, but increase the estimated speed, if the target has fallen behind the generated bearing, set a slower speed

Then after another 5 mins, do again

Ideall, within 2 or 3 of these, the target will be "tracking well" and after 5 mins the generated bearing will match the actual bearing to target

Don't expect it to be completely perfect, just good enough, and so long as the speed was eventually correct, that's enough

Then just before firing, send new bearing, range and AOB data, and away with the fish. You can use the spread dial to create a spread.

Or alternatively having gotten the speed this way, you can use the Dick O'kane method to finish, but i prefer to keep the PK on for my attacks and send some fancy spread patterns
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Old 10-02-08, 02:23 PM   #12
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Learn by example with WernerSobe video tutorials:

Check this link
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Old 10-02-08, 07:08 PM   #13
I'm goin' down
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Default targetin problem

Quote:
Originally Posted by tale
Learn by example with WernerSobe video tutorials:

Check this link
Had done that previously. Thanks.
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Old 10-03-08, 05:33 AM   #14
Rockin Robbins
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Normally Rockin Robbins comes charging into threads like this and flaps his gums incoherently. But RR is having too much fun right now with a thread on, you guessed it, "too many airplanes." We now return you to your regularly scheduled programming.
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Old 10-03-08, 07:38 AM   #15
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Quote:
Originally Posted by kylania
Quote:
Originally Posted by SteamWake
Quote:
Originally Posted by kylania
Also never been able to get the speed thing to work properly.
Speed is easy. ... Just mark his location, wait a period of time, mark it again.
Oh sure, that works well for me. I meant the little Estimate Speed Button thingie on the TDC.
I have found that Estimate Speed Button(ESB) to be accurate enough for the job..but I always back it up with an estimate from map plotting...just to be safe.

The accuracy of the ESB is directly related to the accuracy of your range estimates. My speed estimates via ESB calculations are almost always within 1 KPH of my map plot estimates.

And no I don't use stabalize view either...nor do I use any mod that greatly exaggerates the roll and pitch of the boat to unmanagable ingame proportions to create a false feeling of "realism".


One trick I use if the seas are too stormy to get good range estimates is to raise the keel depth a few feet above standard periscope depth. In most instances just a few feet will suffice to get a good measurement without undue risk of detection.
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