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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Nub
![]() Join Date: May 2014
Location: In the middle of nowhere
Posts: 3
Downloads: 35
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Manual Targeting ~ Now or later?
Hello all.
![]() I have been curious as to how long did it take for you to start using Manual targeting on SH3 and SH4, I've played for just over a week and been watching how-to videos for the past few days and it does seem quite intimidating... ![]() So I'm looking for a rough idea as to when I should start even trying the system manually ![]() I'll be looking forward to all your responses ![]() |
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#2 |
Eternal Patrol
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I've been playing SH3 for nine years, subsims for twenty-seven, and I still don't use manual targeting.
But I'm a bad example. And a bad influence. Ignore that man behind the curtain.
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“Never do anything you can't take back.” —Rocky Russo |
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#3 |
Nub
![]() Join Date: May 2014
Location: In the middle of nowhere
Posts: 3
Downloads: 35
Uploads: 0
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I don't see that as a bad example, I guess even from what you're telling me it just depends on playing style..
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#4 |
Swabbie
![]() Join Date: May 2014
Location: NSW Australia
Posts: 8
Downloads: 54
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Yes indeed. This is a question that has been running through my mind lately.
I have been playing SH4 for about the same time as you. I have been experimenting with the various mega mods and a combination of other smaller mods that I like the look of in game. And now I am fairly comfortable with the basics. Though, playing Real Fleet Boats has ramped up the difficulty (and immersion) a fair amount by disabling a few of the map updates for ship positions and hydrophone lines that I was getting used to. Not that it is a bad thing, I have to think about actually steering the sub in the correct direction now, and stalking has become much more challenging (and fufilling as a result). Having had some success there, I began thinking about manual targeting as the next logical step. It does look intimidating for sure. But as far as I can see it seems o be repeating only a few steps and deciding on some factors that familiarity with ship types and behaviours will be helpful for. My big issue with it all is my evasive maneuvers in the face of a group of hunting destroyers. Will I have the time to run through the plotting solutions with them coming in fast and head on. Or will I simply have to alter my approach entirely in that circumstance. I shall be interested to find out. Anyway, good luck. |
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#5 | |
Watch
![]() Join Date: Mar 2014
Location: Germany
Posts: 26
Downloads: 25
Uploads: 0
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Welcome to SubSim, KibaKazuma,
![]() when I startet to play SH3 a few months ago, I didn't used manual Targeting. But after a few patrols, automatic targeting became a little bit boring. At the same time I found SubSim and joined it, because here are a lot of usefull Informations. For example the link below. http://www.subsim.com/radioroom/showthread.php?t=88961 This is the Tutorial I used to learn Manual Targeting, in addition it shows you one way to intercept a Convoy or single Ship. One patrol was sufficient for me to know how it goes, because of the well done explanation in this Tutorial. Since then, I have never used the automatic targeting again. When you should start to learn/practice the manual targeting, depends on you. I'd say. If you feel ready for it, it's time to try it. I myself have learned it to raise my difficulty settings. Because I wanted to join the Donitz Elite Flotilla, and for that I had to raise my difficulty settings. But I still could use the help of the Weapons Officer, just for the case that I need a quick target solution. As example: Quote:
Joy and Happiness Panthera Pardus P.S.: Here is a copy of the full text in my quote. Just in case that someone is interested. |
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#6 |
Samurai Navy
![]() Join Date: Feb 2014
Location: Italy
Posts: 554
Downloads: 82
Uploads: 2
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Hello KibaKazuma
![]() I started playing SH3 just 3 mounths ago. I never played a subsim game before, so I was fresh new. I like the "hard way" in this kind of game, so I started right away with GWX (a mod) and manual targeting. It is hard? Not at all, if you know how things works and what your are doing. To lear how things works I kept my desire for actual playing under control and spent many hours in reading tutorials, studying them well, watching videos of let's play and read a ton of stuff in general (game specific or historical). To know what I am doing I played a little in non-combat situation (doing the naval trainings, the in game tutorials, till I obtained good results and feel very comfortabe with the interface and everything, and the GWX first patrol during peace time, before the war declaration). Was all of this "keeping-myself-from-actually-playing-the-game" thing boring? Well, that's depend, obviously. For me it was a lot of fun. Now I'm doing my third patrol in GWX, and at least I think I know what I'm doing, I sunk good tonnage, patrolled enemy waters in a sensible manner and, most importat of all, kept my kaleun and my men alive (and unscathed, till know). So, is starting with manual targeting a good thing to do? Well: why not? ![]() |
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#7 |
Seasoned Skipper
![]() Join Date: Apr 2007
Location: San Francisco, CA
Posts: 651
Downloads: 36
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I do "Notepad" manual targeting for submerged shots. Surface shot targeting I leave to my 1WO. In any case, I rely on his help always for fast ID of targets.
Except in the worst weather, Notepad targeting is still "lightweight" compared to using markings in the UZO or periscope and a circular slide rule! Accuracy is good enough for shots within 1000 m; beyond that, one must have the numbers spot-on. If your first contact with the enemy is while surfaced, quickly get the vital targeting info, then dive or back off as needed. Target speed rarely changes, and that's often the hardest bit to get right. Gute Jagd!
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![]() Dietrich Schöneboom, U-431 "Es wird klappen, Herr Kaleun. Ganz sicher." |
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#8 |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
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I think manual targeting is what makes SH3 a more fun game to play. I agree with its noted shortcomings in that it takes what would have been a multi-person team effort and puts all of the input burden on one person.
If you use auto targeting, the game becomes pretty much a point-and-shoot affair, subject only to dud torpedoes and incorrect impact angles. With manual targeting, attacks become a much more frantic affair as you try to refine your attack solution as time runs out and you approach firing position, all while trying not to be discovered. Manual targeting is pretty easy, especially if you use a 0-gyroangle attack. I suggest learning manual targeting while leaving map contacts on. With map contacts on, you can plot precise 90-degree intercepts and you can determine the target speed exactly. These make manual targeting almost as trivial as point-and shoot. All you have to do is drive your boat at right-angles to the target. Mark the position of a target on the map, and again 3 minutes and 15 seconds later. Draw a line between the points and you have the target speed. Point your scope at bearing 000 and turn on the TDC input and set the TDC to either 90 degrees port or starboard, depending on whether your boat is to the port or starboard of the target. Dial in the speed. Turn off the TDC input and turn your periscope left or right (whichever way is towards the target) until the gyroangle reads 000. This should be 5-10 degrees off of zero, depending on torpedo speed selection. Open the outer tube doors. Then you just wait for the target to pass through your vertical reticule and shoot. With a zero-gyroangle solution, range to target is irrelevant. With practice, you can use the map and the protractor to determine non-90-degree Angles on the Bow, and you can input those angles to make attacks other than 90-degree attacks. But I almost never do this. Virtually all of my attacks are made by getting into a 90-degree attack position to insure optimal torpedo impact angle. Once this becomes old hat, try it with map contacts off. Really, that is what separates the captains from the sailors. With map contacts off, speed estimation becomes more difficult, as does knowing the exact position of the target relative to your boat. The TDC operates just the same, but now your speed input will make or break your attack. Unless you have the time to set up and do a fixed-wire speed calculation, and are able to thumb through the classification book to find a match and determine the ship's length for the calculation, you will probably end up just estimating the speed, unless it's a convoy radio contact and they tell you the speed. Because of this, you'll want to attack from under 1500 meters, under 1000 meters if you can manage it, to increase your chances of getting a hit. Steve |
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#9 | |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
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#10 |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
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Really, what manual targeting does for you, especially with map contacts off, is it forces you to get good at 2-dimensional spacial perception and determining contact bearing, heading, and speed within the limitations of the simulation.
And the "limitations of the simulation" are significant. When you stand behind a real periscope and you physically turn in a circle to face things, you have a very very real feeling of where you are facing relative to your surroundings, and thus relative to the heading of the boat. On the computer, you have none of that. Steve |
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