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Old 02-11-07, 10:11 AM   #1
Killer-Carrot
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Default How do I sink zigzaging ships ?

as the title says. I am having problems with it. I usually miss all torpedoes i shoot at it.
I go to about 700 metres and sometimes get a lucky hit, but most of the times the ship im shooting changes course so i miss.

How do i sink them without wasting 4 torpedoes ?
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Old 02-11-07, 10:13 AM   #2
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surface and start fireing your deck gun
if weather is too rough
close till you're like 310 meters away then fire the torpedo
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Old 02-11-07, 10:21 AM   #3
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Quote:
Originally Posted by Morts
surface and start fireing your deck gun
if weather is too rough
close till you're like 310 meters away then fire the torpedo
Or you may try setting the torp on magnetic, at least one meter below the waterline. Again, you want to be close, but the torpedo will explode at a bad AOB. Go get them!
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Old 02-11-07, 10:22 AM   #4
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The zig-zags are relatively easy to read as they don't change even if you surface or show your periscope. Just wait after the ship has completed a zag (or a zig) and if you're in a good angle and short range shoot.
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Old 02-11-07, 10:30 AM   #5
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I just project where AOB will be when I plan on fireing the torps. Not an exact science but it works ok. Best thing is to get close as the ships do not turn quickly.
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Old 02-11-07, 10:42 AM   #6
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thanks for the replies.
I was gona go closer myself but ive seen people write that torps need at least 500m to arm or they are gona bounce off the hull

oh and since i already made a thread i have another question.
How do you evade warships in shallow waters, i have about 5 of them pinging me and dropping depth charges around me all the time.
I am as deep as i can go - 30m just 3m to the seafloor. Ive tried silent running or just tried to evade them by going ahead flank
but none of it works.
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Old 02-11-07, 10:44 AM   #7
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well its really only 300m actually
and lower for magnetic detonation
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Old 02-11-07, 10:56 AM   #8
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Quote:
Originally Posted by Killer-Carrot
thanks for the replies.
I was gona go closer myself but ive seen people write that torps need at least 500m to arm or they are gona bounce off the hull

oh and since i already made a thread i have another question.
How do you evade warships in shallow waters, i have about 5 of them pinging me and dropping depth charges around me all the time.
I am as deep as i can go - 30m just 3m to the seafloor. Ive tried silent running or just tried to evade them by going ahead flank
but none of it works.
Stay away from shallow water!
If there's a shore nearby, hug the shore and hope the destroyers run aground. It sounds like you may be dead meat. Stay quiet, keep your rudder between 5 - 10 degrees.
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Old 02-12-07, 03:31 PM   #9
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Quote:
Originally Posted by Killer-Carrot
thanks for the replies.
I was gona go closer myself but ive seen people write that torps need at least 500m to arm or they are gona bounce off the hull

oh and since i already made a thread i have another question.
How do you evade warships in shallow waters, i have about 5 of them pinging me and dropping depth charges around me all the time.
I am as deep as i can go - 30m just 3m to the seafloor. Ive tried silent running or just tried to evade them by going ahead flank
but none of it works.
DO NOT GO INTO THE SHALLOWS. BAD THINGS HAPPEN THERE. STAY AWAY FROM THE CHANNEL. THERE BE DEATH THERE. STAY WERE IT IS VERY DEEP AND GO TO 250M TO SURVIVE. HEED MY WARNING.
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Old 02-11-07, 01:23 PM   #10
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Default Manual solution for zig-zag target

Quote:
Originally Posted by Killer-Carrot
as the title says. I am having problems with it. I usually miss all torpedoes i shoot at it.
I go to about 700 metres and sometimes get a lucky hit, but most of the times the ship im shooting changes course so i miss.
How do i sink them without wasting 4 torpedoes ?
Target speed is the most critical factor in a manual torpedo solution. Since target is zig-zaging, its speed (from point A to point B) is less than its actual speed. So, if you use actual speed you will miss. Also, you must establish an angle on the bow to its true course.

Plot target's position on nav map (mark 1) and note the time. Now, estimate target's general course and get in front for a good firing position. By the time you do this the target should have traveled a good bit. So, mark a second point on the nav map (mark 2) and note the time.

Draw a line which represents the target's true course. Hopfully you've set up approximately 500 to 800 meters off this true course with a good firing angle. Using the angle tool draw a line to the intercept point of your zero bearing and target's true course which you have just established. Then mark the third point further down the line of target's true course. This is your angle on the bow (AOB) for the intercept point at a zero bearing. Set this number in your Target Data Computer. (When you input this number your periscope/uzo must be on the zero bearing.) You can now rotate the periscope or uzo and have an accurate AOB, don't change it.

Back to calculating target speed. Determine the time target traveled from mark 1 to mark 2 and then determine the distanced traveled from mark 1 to mark 2. Then use this equation to determine speed in knots. Distance in kmeters x 32.5 divided by minutes = speed in knots.

The more times you make this calculation from the original mark on the nav map, the more accurate your estimate of speed will be. Because the greater the time and distanced traveled in your equation, the lesser the affect for rounding of the meters and time will be. Manually input your estimate for relative speed into the TDC.

Manually input an estimate for distance into the TDC. Measure your distance to the intercept point of your course to that of the target's true course as plotted above.

Last, rotate and pick a bearing on the periscope or uzo that will give you a good 90-degree impact on the target as it travels along its course. Open outer doors and wait until it gets to this spot and fire.

Hope this is helpful.
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Old 02-11-07, 02:00 PM   #11
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do not go to 200m with a 50% hull.
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Old 02-12-07, 03:31 PM   #12
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Quote:
Originally Posted by U-104
do not go to 200m with a 50% hull.
Or to 70m at 2% HI :rotfl:
those destroyers are really good at what they're named for...

"BERNARD!! That's not what I meant by crash dive.... "
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Old 02-12-07, 04:55 PM   #13
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It s not realistic but it works fine in SHIII...
- As it was said, even if zigzaging, it s a cycle... so, first, take the time of the cycle.
- then, on the global heading of your target, put some marker at cycle time... its giving you the relative speed on the direct trajectory...
- now it s the trick, you must check with your computer to get a range for which the torpedo's time will be a full multiplicator of the cycle time, so your target will have the same angle when you take your shoot and when the torpedo actually impact.
- go to that range
- Enter the range, the wanted angle on bow and the relative speed in your computer. (It s important to enter the relative speed and not the real speed).
- wait for the wanted angle on bow. Fire!


It s not realistic because I guess a real ship is not going to respect a cycle...
Still, it works fine... it s just like the ship is doing warp jump at cycle time
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Old 02-12-07, 08:40 PM   #14
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Quote:
Originally Posted by CaptainAsh
It s not realistic but it works fine in SHIII...
- As it was said, even if zigzaging, it s a cycle... so, first, take the time of the cycle.
- then, on the global heading of your target, put some marker at cycle time... its giving you the relative speed on the direct trajectory...
- now it s the trick, you must check with your computer to get a range for which the torpedo's time will be a full multiplicator of the cycle time, so your target will have the same angle when you take your shoot and when the torpedo actually impact.
- go to that range
- Enter the range, the wanted angle on bow and the relative speed in your computer. (It s important to enter the relative speed and not the real speed).
- wait for the wanted angle on bow. Fire!


It s not realistic because I guess a real ship is not going to respect a cycle...
Still, it works fine... it s just like the ship is doing warp jump at cycle time

Jeezus Christ, my head hurt just reading that. It's like Star Trek mathematics or something...Cycle times and warp jumps - why don't you just fire up your Dilithium Crystal, engage your cloaking device, and nail the bastard with a facefull of photon torpedos!!!

If you need help deciphering the above, just refer to this:
http://www.jumpstation.ca/recroom/trek/techno.html

and no, I'm not a geek...

Live long and prosper.
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Old 02-13-07, 02:48 AM   #15
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Quote:
Originally Posted by High Voltage
Quote:
Originally Posted by CaptainAsh
It s not realistic but it works fine in SHIII...
- As it was said, even if zigzaging, it s a cycle... so, first, take the time of the cycle.
- then, on the global heading of your target, put some marker at cycle time... its giving you the relative speed on the direct trajectory...
- now it s the trick, you must check with your computer to get a range for which the torpedo's time will be a full multiplicator of the cycle time, so your target will have the same angle when you take your shoot and when the torpedo actually impact.
- go to that range
- Enter the range, the wanted angle on bow and the relative speed in your computer. (It s important to enter the relative speed and not the real speed).
- wait for the wanted angle on bow. Fire!


It s not realistic because I guess a real ship is not going to respect a cycle...
Still, it works fine... it s just like the ship is doing warp jump at cycle time
Jeezus Christ, my head hurt just reading that. It's like Star Trek mathematics or something...Cycle times and warp jumps - why don't you just fire up your Dilithium Crystal, engage your cloaking device, and nail the bastard with a facefull of photon torpedos!!!

If you need help deciphering the above, just refer to this:
http://www.jumpstation.ca/recroom/trek/techno.html

and no, I'm not a geek...

Live long and prosper.
LOL Thats some funny !$%*
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