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Old 11-21-09, 10:17 PM   #1
Tonnage_Ace
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Default 100 Tips for Sinking Ships

Let's list 100 things that you always follow when attacking convoys, lone ships and ports that you think are vital for a successful career. No matter how simple or obvious, it might just help out some new players and teach an old sea dog new tricks! We have thousands of combined hours on patrol so your knowledge is invaluable!

1. When a convoy begins evasive action after an initial strike/detection, set your TDC's target speed one knot lower to compensate. This will allow you to keep the same heading and strike with resumed accuracy from ranges up to 6000nm.
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Old 11-21-09, 11:43 PM   #2
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2. Wait till it's dark.

3. Check everything twice before pressing any button/pulling any lever.

4. Recheck it.

5. Get the hell out of there - no need to wait for fireworks, hearing them will do.

6. Limit yourself to one target and aim well. There's huge chance you'll miss all targets if you aim at more than one.
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Old 11-22-09, 01:25 AM   #3
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Get as close to 90 deg. AOB as practical; keeping in mind target's speed and range.
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Old 11-22-09, 01:28 AM   #4
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7. It's always better to aim fore or aft of the bridge in GWX as this will increase the chance the ship will sink.
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Old 11-22-09, 01:56 AM   #5
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8. Get as close as you can to maximise your chance of a hit. Less than 1000m is best.

9. Update your TDC data for range and AOB just prior to shooting.

10. Never fire at a target outside 15deg of 0 deg angle. Unless the target is at 90deg and running parallel with your course.
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Old 11-22-09, 02:14 AM   #6
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11. Ship's length x 1.852 / time in seconds it takes for ship to pass your optic's vertical line = ship's speed in knots

Works better the closer AOB is to 90*
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Old 11-22-09, 12:18 PM   #7
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Quote:
Originally Posted by Tonnage_Ace View Post
11. Ship's length x 1.852 / time in seconds it takes for ship to pass your optic's vertical line = ship's speed in knots

Works better the closer AOB is to 90*
The actual number is 1.94 but it is close enough. You can even use 2.0 if you like, at combat ranges <1000 meters, it is will be good enough. If we can use 2.0 for the full length of the ship, we can use 1.0 for half the length of the ship.

Which means if you are cramped for time, try this technique

1. Make sure you sub is either stopped or lined up (000 or 180) to your target

2. Lock the periscope to the target. This will place the optic vertical line in the middle of the ship.

3. At the same time
A. start your stop watch
B. Unlock but don't move the periscope

4. Stop the watch when the butt of the boat crosses the vertical line.

Ship length/time in seconds gives you a pretty close speed in knots but in half the time. Useful if you want to limit exposure of the periscope or you need to shoot fast. This won't be as accurate as using 1.94 for the full length of the ship, but at combat ranges it is often good enough for a last minute check before firing.
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Old 11-22-09, 12:21 PM   #8
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AOB designations

If the target is approaching from your port side the AoB designation is Starboard. If the target is approaching from your Starboard side the AoB designation is Port.

Wish I had a dollar for every time I messed that up in the heat of battle
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Old 11-23-09, 02:37 AM   #9
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Quote:
Originally Posted by Platapus View Post
The actual number is 1.94 but it is close enough. You can even use 2.0 if you like, at combat ranges <1000 meters, it is will be good enough. If we can use 2.0 for the full length of the ship, we can use 1.0 for half the length of the ship.
I've been using 1.852 for years! But I have seen the 1.94 method before somewhere, thanks for the heads up, I'll try this out...
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Old 11-22-09, 02:25 AM   #10
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I was so tempted to put 'Be more aggressive!!' but I'll leave that to Jimbuna if he cares to step up...

11. Always scan a merchants deck for armament before a) opening fire with your deck gun and b) surfacing when there is a chance you may be spotted. Some ships have only a front or rear gun, so try and position yourself in his blind spot, i.e. an AOB of 0 or 180 and catch them waterline shots when he starts zig-zagging. Mirror his turns so he can't get gunsights on you though.

12. When you think the escorts have given up, wait longer.

13. If you spot an aircraft patrol, dive. If you can't, 9 times out of 10, your war is over (especially GWX...). If you're in a slow diver like a IX-C and the aircraft is already close, man the flak until the first pass, then crash dive, you may get a lucky shot.
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Old 11-22-09, 02:40 AM   #11
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14. Get as close to 90 deg. AOB as practical; keeping in mind target's speed and range.

~ sorry. Forgot to number the entry in my original post.

15. Use the weather to your advantage; choppy seas will mask the escorts ASDIC capabilities. Conversely, calm seas will make it easier to find you. Gauge your approach accordingly.
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Old 11-22-09, 02:43 AM   #12
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Quote:
Originally Posted by HMCS View Post
~ sorry. Forgot to number the entry in my original post.
Don't worry the numbers are getting mixed but it's the content that counts!
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Old 11-22-09, 02:41 AM   #13
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14. Your torpedoes won't arm themselves until they have traveled 300m.

15. BF17 has given me great luck

16. Avoid using magnetic detonators in rough seas, they WILL detonate prematurely especially when you are targeting one of Her Majesty's Battleships.
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Old 11-22-09, 02:46 PM   #14
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23 (I think). If you attack two or more ships at the same time, try to make the torpedoes hit simultaneously (shoot at the furthest target first). If ships are traveling side by side (as in a convoy) shoot from a 90 deg AOB position as the ships pass the 0 deg mark on your TDC. The torpedoes will hit simultaneously.

24. When attacking from inside a convoy, there are ships behind you too. Just remember to turn the AOB dial from 90 port to 90 starboard or vice versa before firing your rear tube(s).

25. Always mark the position of your attack on the nav map, especially in bad weather. This makes finding the ships so much more easier if your first attack only cripples them and you have to spend the next 5 hours avoiding escorts.

26. The escorts mentioned in the previous tip will most likely return as soon as you open fire on the aforementioned crippled ship(s). So be patient and wait until they are at a safe distance.

27. When hunting a ship using hydrophone, run on the surface for 30 minutes or so and then quickly dive to listen for the heading again. This way you will be faster and will save batteries (and can catch ships you couldn't catch submerged). Try to set your speed and heading so that the target bearing stays constant, this way you will eventually be close enough to see them.

28. Make a habit of writing down times of contacts. This way you can often calculate the speed of a ship by measuring the distance it has traveled while you have tracked it. Especially useful when hunting hydrophone contacts in < 1 km visibility conditions (no time to measure speed when you finally get visual contact).
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Old 11-22-09, 03:53 PM   #15
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Quote:
Originally Posted by Tom View Post

25. Always mark the position of your attack on the nav map, especially in bad weather. This makes finding the ships so much more easier if your first attack only cripples them and you have to spend the next 5 hours avoiding escorts.
An excellent suggestion! One that I will start following for the very reasons you mentioned

Quote:
28. Make a habit of writing down times of contacts. This way you can often calculate the speed of a ship by measuring the distance it has traveled while you have tracked it. Especially useful when hunting hydrophone contacts in < 1 km visibility conditions (no time to measure speed when you finally get visual contact).
I wish the program did this automatically. When I use the "mark" function, not only should it put down an "x" and a mark number, it should also automatically record the time. Still have a hard time believing this was not incorporated in the game. It also would be nice if we could change the label from "mark 1" to something we choose.

But I would settle for just having the time recorded with every mark. I can not believe in real life any navigator would make any "mark" without recording the time.
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