SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter III
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 07-29-07, 03:36 AM   #1
DirtyACE
Engineer
 
Join Date: Jul 2007
Location: Portland, OR
Posts: 213
Downloads: 28
Uploads: 0
Default I'd like some navigation advice, I'm a newbie

Well, I've been playing around with the game for about 5 days now. Instead of trying to dive in completely, I'm doing it the gradual way. First I'm trying to learn how to navigate and plot intercept courses correctly. Once I feel I have it down, I'll move on to learning manual plotting of the solution.

So basically I've been using the thread called The Hunt to learn the art of interception. I'm so far getting mixed results. At times I'm really off and others I'm close, more or less. The whole process takes many many steps and I was wondering if there's an easier way of doing it. Are there any other methods to plotting an intercept course? What method would you recommend to a newbie?

I've also ready that there's a shorter version to the same method as The Hunt, but I've also read that it's not accurate. Is that still the case or has it been revised?
DirtyACE is offline   Reply With Quote
Old 07-29-07, 03:54 AM   #2
TarJak
Fleet Admiral
 
TarJak's Avatar
 
Join Date: Jul 2006
Location: Sydney, Australia
Posts: 17,052
Downloads: 150
Uploads: 8


Default

To be honest as a nub What I did was drew a line in the general direction of the target's route then worked out how long it would take for the target (say at medium or ~8-9kt) to travel a certain distance ay 50km. Use the speed/distance charts in the F5 map screen for that. Then I work out how long it will take me to get to that point at standard (~12-14kt). If I can make it before the target then I plot a course for that point. If not I select a closer (to me) distance and work out if I can get there before the target. Once I find an intersect that I think will work I plot the course and go for it. When I reach the intersect or am approaching it I submerge for a sound check and see if I can hear the target (or anything else).

I never bothered to get too accurate as long as I was within a couple of game hours I considered it accurate enough to get close enough for a sound contact.

I also never bother with targets not heading the right way unless they were close. i.e; within my present grid square or in the next grid square.

Don't worry about being too accurate as if you have gotten your self ahead of the target then you can always head along the path he is taking until you make contact. Don't forget that they can change course (In GWX at least), so you won't always find them running on the same course as you mapped out originally which obviously makes them harder to find as it was in RL.

On longer contacts say four or five grid squares where there was a chance of getting an intersecting course I just used my eye and judgement to work out whether I'd be there and if it looked good went for it.
TarJak is offline   Reply With Quote
Old 07-29-07, 06:39 AM   #3
Brag
Navy Seal
 
Join Date: Nov 2006
Location: Docked on a Russian pond
Posts: 7,072
Downloads: 2
Uploads: 0
Default

What Tarjack says works. I use a calculator to get my distances right. To get distance traveled in kilomters = speed in knots x time traveled x 1.8.

Estimated time enroute= Time x speed in knots x 1.8
__________________
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/
Brag is offline   Reply With Quote
Old 07-29-07, 07:10 AM   #4
TarJak
Fleet Admiral
 
TarJak's Avatar
 
Join Date: Jul 2006
Location: Sydney, Australia
Posts: 17,052
Downloads: 150
Uploads: 8


Default

To be honest it doesn't matter what point you pick as long as it looks like you have a realistic chance of getting to it before the target does. Even if it is miles ahead of them because you can always travel along their path to find them.

Use the sound check technique regularly to find them once you are one the target's pathas you can heard them before you will ever see them. Once you get a bearing on them you can then adjust speed and course for a close in intercept which is much easier to work out.
TarJak is offline   Reply With Quote
Old 07-29-07, 01:59 PM   #5
S Rafty
Machinist's Mate
 
Join Date: Jul 2007
Posts: 121
Downloads: 0
Uploads: 0
Default

Get the ruler, and draw a line from the target on the map in its gen direction. The if its slow. Set to Ahead Full and aim for a point on that line, and wait it out. Often If my watch crew dont spot it I go to periscope depth and listen for screws.

If its a medium speep and ur far away, I tend not to bother.
__________________
169th Recce Troop
"Only In Death Does Duty End"
S Rafty is offline   Reply With Quote
Old 07-29-07, 07:58 PM   #6
DirtyACE
Engineer
 
Join Date: Jul 2007
Location: Portland, OR
Posts: 213
Downloads: 28
Uploads: 0
Default

Thanks everyone for your advice. I think I'm going to make it easier on myself and try some simple ways of intercepting the target, and eventually I'll work in the additional stuff that most of you veterans use.

I have managed to sink my first ship ever in career mode last night. It was a small merchant, only about 2600 tons, but a kill nevertheless. Took me a good three tries to get his course right. It also seemed like he changed course slightly eventhough I'm playing a stock SHIII. Anyway, I managed to set up perfectly, plus it was just passed 3 AM so it was dark. I put one torpedo into its starboard and then surfaced to finish him off with the deck gun, but by that time he was already going down like a sack of rotten potatoes.

I'm pretty happy. I'm continuing on my course to patrol AL16, but have just spotted another ship so we'll see if I can make it 2 in a row.

Thanks again!
DirtyACE is offline   Reply With Quote
Old 07-30-07, 01:48 AM   #7
Canovaro
Ace of the Deep
 
Join Date: Mar 2007
Location: Netherlands
Posts: 1,062
Downloads: 34
Uploads: 0
Default

Well done! And good luck with that second target.
Canovaro is offline   Reply With Quote
Old 07-30-07, 02:11 AM   #8
TarJak
Fleet Admiral
 
TarJak's Avatar
 
Join Date: Jul 2006
Location: Sydney, Australia
Posts: 17,052
Downloads: 150
Uploads: 8


Default

Keep up the good work!
TarJak is offline   Reply With Quote
Old 07-30-07, 06:33 AM   #9
von Zelda
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default Intercept Course

Draw a line representing the target course.

Draw another line from the target to your u-boat's position and then a few inches further.

Draw a circle from the target position with the radius equal to the speed of the target.

At the intercept point of the circle and the target's course, draw another circle with the radius equal to the speed of your u-boat (usually full speed of 16 - 19 knots depending on the weather).

Using the angle tool, look for the intercept point of the second circle with the line from target to u-boat. Measure the angle at this point using the line from the u-boat and a line to the intercept point of first circle and target's course.

Again using the angle tool, transpose this angle at the point of the u-boat with lines from the target to u-boat and a line from the u-boat toward the target course. This line is your new and accurate intercept course.

This method takes into account your current position relative to the target, the target's course and the ratio of the speed of target and the speed of the u-boat.

Hope this is helpful. It is very had to put into words so I hope you can understand it.
  Reply With Quote
Old 07-30-07, 06:44 AM   #10
Canovaro
Ace of the Deep
 
Join Date: Mar 2007
Location: Netherlands
Posts: 1,062
Downloads: 34
Uploads: 0
Default

Something like this:



- Note that the contact will be reported a little later than it is spotted (click on the target symbol and look at the time).
- Remember that any contact will have a 4000-7000 radius in which it can spot you. Be there a little early.
Canovaro is offline   Reply With Quote
Old 07-30-07, 10:36 PM   #11
DirtyACE
Engineer
 
Join Date: Jul 2007
Location: Portland, OR
Posts: 213
Downloads: 28
Uploads: 0
Default

Wow! Thanks guys for the detailed info. I will try this out as soon as I spot my next contact. I did manage to sink a second ship on the same patrol. It was another small merchant, apparently from Polish navy (I saw the flag). I'm about halfway to my assigned patrol area.

I have couple more questions:

1. How exactly do you guys calculate the contact's speed? Do you just assume it's 6 knots if he's slow and 9 knots if he's medium? That's what I've been doing so far.

2. I've read that many people run submerged durring bad weather. What exactly is the purpose of this? Does the crew get tired quicker if you sail while surfaced in that kind of weather?
DirtyACE is offline   Reply With Quote
Old 07-30-07, 11:01 PM   #12
TarJak
Fleet Admiral
 
TarJak's Avatar
 
Join Date: Jul 2006
Location: Sydney, Australia
Posts: 17,052
Downloads: 150
Uploads: 8


Default

Quote:
Originally Posted by DirtyACE
1. How exactly do you guys calculate the contact's speed? Do you just assume it's 6 knots if he's slow and 9 knots if he's medium? That's what I've been doing so far.
Thats all you need to do. Until you are working out your firing solution you don't need to be more accurate than that.

Quote:
Originally Posted by DirtyACE
2. I've read that many people run submerged durring bad weather. What exactly is the purpose of this? Does the crew get tired quicker if you sail while surfaced in that kind of weather?
In GWX there is a fatigue penalty for having a crew on the watch tower which I believe is greater when in bad weather. Mind you if you play with no fatigue or run at TC >64x then this isn't an issue. Depending on how you play and how many crew you have running submerged can be worse because you then have to put 4 more crew into bunks. If you are not careful about which compartment they are in they may fatigue faster than if they were up top.
TarJak is offline   Reply With Quote
Old 07-30-07, 11:34 PM   #13
DirtyACE
Engineer
 
Join Date: Jul 2007
Location: Portland, OR
Posts: 213
Downloads: 28
Uploads: 0
Default

Thanks TarJak. I'm currently running just a stock SH. I'll move on to GWX once I get the hang of it.

PS - Just sunk my 3 ship (another small merchant). Still on my first patrol.
DirtyACE is offline   Reply With Quote
Old 07-31-07, 08:00 AM   #14
XLjedi
Ace of the Deep
 
Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
Uploads: 8
Default

I use an electronic maneuvering board that plots the intercept (among other things) for me.

__________________
XLjedi is offline   Reply With Quote
Old 07-31-07, 02:10 PM   #15
DirtyACE
Engineer
 
Join Date: Jul 2007
Location: Portland, OR
Posts: 213
Downloads: 28
Uploads: 0
Default

aaron, where did you get the electronic maneuvoring board? Is it a mod?

Well, I completed my first patrol, sunk 9 ships for almost 47,000 tons. I encountered a convoy heading for England and sunk 2 C2s, 1 T2 tanker, 1 T3 tanker, and a Small Merchant.

Currently on my second patrol, just sunk a C2.

Do you guys guess as to how many torps to shoot at a target? Sometimes C2s wont go down even after 2 torps.
DirtyACE is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 07:12 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.