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#1 |
Swabbie
![]() Join Date: Nov 2008
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Constant Bearing Method, with TDC
Hello fellow captains,
I have newly subscribed, but have been eavesdropping as stowaway for a while now. I am actually an old hand in playing Silent Hunter. I have enjoyed them all: SH1, SH2, SH3 and SH4... Stock game in SH4, no mods yet. I want to share the most accurate method for shooting torpedoes in SH4, American submarine, which I have come across so far. It is a constant bearing method which employs the TDC. Whenever I use it, and do everything right, I get sure hits, even with long-distance shots up to 4000 meters. I have also found it to work well for convoy surprise attacks. Last time I encountered a convoy, I got all 3 front row ships with my 6 bow torpedoes, they all sank... Ok, here we go... I have included screenshots for clarification. First thing to do when acquiring a new ship contact: Determining course and speed. I won't go into details here on how to do it, there are many well-documented methods plus it's easy when map contact updates are set to "on", but it has to be done with a high degree of accuracy for the constant bearing method to work out well. Draw the enemy course line on the navigation map. Second step: Choose your firing spot, somewhere near the target course line, wherever you like best. Go there, and stop the sub completely. We will stay here until after firing. Third step: Choose the line of bearing for your attack. This is the constant bearing line which we will aim along later. Draw the constant bearing line on the nav map using the ruler. You get the distance from your sub to the target when it will be at the aiming point. This is not a critical measurement. ![]() 3000m - is he kidding....? (I am playing with metric units here.) Fourth step: Use the protractor tool to get the exact AoB. ![]() 64 degrees starboard. Fifth step: Now we need the angle between our heading and the constant bearing line for setting the periscope. Easy when you have a 360° Bearing Plotter, just read the scale on the constant bearing line. In the stock game, I don't have it, so I measure the absolute angle of the constant bearing line with the protractor tool. ![]() 113 degrees, add 180 for left (western) side -> 293 degrees. OK, now let's input all the data into the TDC. The Position Keeper remains off, we set up for a static solution. Don't forget to confirm each step by pressing the red "Send to TDC" button with the white triangle on it: Target speed... ![]() Angle on Bow... (not easy to input exactly!) ![]() Target range... Read it on the PK ![]() OK, now set the periscope to the preselected constant bearing. I repeatedly press the "set heading to view" button for that. We won't turn because we don't move, but the chief executive will read you the absolute bearing you are looking at currently. I repeatedly try until it matches the absolute value of my constant bearing line - 293° in my case. Press the red triangle button on the TDC again to confirm it. ![]() (Note that the PK will now display the data you did enter - for example the AoB.) Don't touch the periscope after you have done this! Its vertical line is now our well-aimed firing reticle. We will wait until the juiciest parts of the enemy ship cross it, and fire exactly then! For now, let's wait submerged at periscope depth, periscope lowered, well hidden and silent until the enemy is where we want him - no need to expose the periscope until just before firing... We are playing now a big, silent hole in the water, but a hole with a well-aimed high-precision gun... Now is a good time to open the torpedo tubes, go to silent running (without moving), and ring the bell for battle stations. The nav map with its sound bearing lines is a good indicator when to raise the scope for the firing procedure. ![]() Up scope! Let the target steam into the firing reticle. Fire at will. I usually shoot two torpedoes, one into the foreship, one aft. Three torpedoes will do nicely for larger targets. ![]() Oh, a small Engine-Aft - I didn't look earlier, set it all up using radar data only... ![]() Both running straight and true. I love those Mk23's... ![]() Really? At 3000 meters...? ![]() Additional comment: For a convoy attack, I use the same procedure, and set up for an average distance. Using an AoB between 60° and 80° (depending on target speed), I can fire at two or three ships which are aligned in a row, furthest first, nearest last, to time the torpedo impacts near-simultaneous. Let them run into the firing reticle, one ship after another, they are all traveling at the same course and speed - unless previously alerted, which is when they go into wild zigs... Happy shooting! ![]()
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"It is my hope, however, that when you have read this true account and perhaps in spirit patrolled with us, you will always think of your kin and Tang with utmost pride, as I do." - Richard H. O'Kane Last edited by Rocks'n'Shoals; 12-01-08 at 03:20 AM. |
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#2 |
Commodore
![]() Join Date: Jul 2006
Location: Orlando, Fl
Posts: 617
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Pretty impressive first post there. Welcome to the forums.
![]() I just tried your method, works very well. Pretty nifty trick using the heading to view while stationary. It does raise a question. Did real periscopes have the ability to know what direction (heading) they were looking in? It would seem so, as it would not have required anything difficult, just a compass on the scope. Otherwise, some might say "that a cheat", just curious. |
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#3 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
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I haven't tryed it, but if it works, great!! The only drawback I can see is if there are any DDs in the area and they are pinging, you don't want to sit in one spot. So you would need a Plan B. ![]() Peabody
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#4 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
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yup, when i was really little, and i was making play attacks on passing ships in Groton @ the nautilus museum, I could almost sense what bearing i was looking in, just by the instant i started looking thru the scope, what direction i was facing...my stepdad used to call out bearings when I called "bearing...mark!"
its too bad im almost too old for that :rotfl: EDIT: beautiful work, Rocks'n'Shoals, I shall try that next time the Scorp puts out
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Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! Last edited by Sledgehammer427; 11-29-08 at 04:05 AM. |
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#5 | |
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#6 |
Lucky Jack
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How are you changing that value on the PK for range?
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#7 |
Navy Seal
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One deal-killer for me in your technique is your very first step: stop the boat. In real life you couldn't do that. Even on the surface, stopping loses all directional control of the sub. Under water it is even worse, as all depth-keeping and directional control are lost. Your entire technique relies on defects in the game physics model. Other than that, it's bulletproof!
![]() You know, there is no reason you have to stop your sub. Just throttle down to about a knot or a half a knot to begin with. Turn on the PK as you enter your parameters and use the present AoB of the target for this part. Calculate the AoB in your way for your intended shoot bearing for later. This will actually allow you use the attack screen to check your inputs of speed and target course for accuracy as the target cruises down the line. When the target is 5 or 10 degrees before the shoot bearing, turn off the PK, enter the AoB for the shoot bearing, sight on that bearing, press send range/bearing and just wait a few seconds for the target to pass through the crosshairs, shooting as juicy parts are in the sights. Your resulting dozen yards or so of range error won't mean a thing (range cancels out of any constant bearing attack anyway and is only important for correcting parallax errors with increasing gyro angles on the torpedoes). NOW you have a realistic shooting technique! Nisgeis is now going to jump on the thread with his method of vector analysis to do the whole shebang in seconds and you could shoot at full throttle if you wanted to. THEN you can throw the whole TDC overboard, as all it is is ballast!
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS Last edited by Rockin Robbins; 11-29-08 at 09:31 AM. |
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#8 | ||||
Swabbie
![]() Join Date: Nov 2008
Posts: 9
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But there is an easy solution to that, if you want to play that realistic: A little time prior to shooting, ring up very slow speed for directional control. Correct your setup just before shooting. Target speed won't change, and range is not critical except when you are very close to your target. But you may have to to update the AoB and your periscope bearing. It helps if you move in the direction of the bearing line, then you probably won't have to update the AoB. Quote:
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But maybe I can work out a method along those lines which satisfies my ambition for long-distance killer shots ![]() Quote:
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"It is my hope, however, that when you have read this true account and perhaps in spirit patrolled with us, you will always think of your kin and Tang with utmost pride, as I do." - Richard H. O'Kane Last edited by Rocks'n'Shoals; 12-01-08 at 07:25 AM. |
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#9 | |
Swabbie
![]() Join Date: Nov 2008
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![]() Quote:
__________________
"It is my hope, however, that when you have read this true account and perhaps in spirit patrolled with us, you will always think of your kin and Tang with utmost pride, as I do." - Richard H. O'Kane Last edited by Rocks'n'Shoals; 11-30-08 at 03:18 PM. |
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#10 |
Navy Seal
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That last advice is right on. I manually correct ranges all the time. Just make sure the target is in the crosshairs when you press the button because range and bearing are updated together!
Rocks'n'Shoals, this thing goes in the [REL] Video Tutorals: TDC + PK advanced thread, with your permission of course. Your instructions are very precise, you don't leave out any steps and you communicate very clearly. It deserves to be in a sticky thread, not buried for all time in the anonymous archives. ![]()
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#11 | ||
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#12 |
Mate
![]() Join Date: Dec 2007
Location: Spain
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Am I mistaken here or you just reinvented the Dick O'kane method as explained by Rocking Robins?
The only difference I see is that you don't ask for a 90º angle between the course of the target and your submarine, but that is not really necessary because the TDC will take care of the calculations. |
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#13 | |
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#14 |
Navy Seal
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Same with John P Cromwell. The periscope is not locked for that one either.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#15 | ||
Commodore
![]() Join Date: Jul 2006
Location: Orlando, Fl
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