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#1 |
Sea Lord
![]() Join Date: Apr 2007
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So I started and ended my first campaign trying 100% realism.
I can't hit anything. I had a perfect line-up on a ship. It was a granville freighter. I ID'd it, got it's range with stadiometer (it was reading about 1500m, according to map it was about 1200), and used stopwatch at 60 seconds to get speed. My sub was at a dead-stop so speed should have been accurate. When I went to TDC screen, my torpedo track was aiming BEHIND the ship! Does anyone know a good Youtube manual targeting video in English? Steve |
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#2 |
Stowaway
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I highly recommend that you abandon the Notepad Method.
You may wish to employ a "dry run" to obtain Target Speed, using the Splitlog Formula. An AOB of 90 degrees to the target is best, but NOT required. If your close to disecting the targets track at 90 degrees, you don't have to stop either. Identify your target. Get in your best "guesstimated" position to disect the targets track, at 90 degrees. Slow to 1 or 2 knots, to avoid detection. Point your Periscope or UZO at 000. When the targets bow reaches the 000 mark, start the Stop Watch. When the targets stern reaches 000, stop the Stop Watch. (The same Stop Watch that times your torpedoes). That number will remain on the watch, until you remove it, or fire a torpedo. Go below, and do your homework. (1.852 x targets length in meters) divided by time in seconds on the stop watch equals speed in knots. Now you have his speed, without having to rely on that notepad nonsense. (Depending on how exact you want the result, you can round 1.852 to either 1.9 or just plain old 2.) Time invested in getting his exact course is also well worth it. Much better than trying to guesstimate his AOB. Hope this was helpful. |
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#3 |
中国水兵
![]() Join Date: Jun 2009
Location: Uppland, Sweden
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The stadiometer is one ugly SOB. It's quite hard to get a good result with it. I don't trust it at all.
When targeting manually - in cases like this when you've got time. Don't bother to find out the range. Just concentrate on AOB and speed. Set the range to 300m in the TDC. And turn your periscope so that the gyroangle points to a straight run. Then fire when he ship crosses your aim. If you've done your AOB and speed estimates ok, the torpedo will hit at bearing 0, no matter the range. |
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#4 |
中国水兵
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I must agree that range is rather irrelivant when manualy targeting ships, with exception of when you are planing a simultanious strike on two or more targets; then the range is very much important.
As for speed and AOB readings you can get both via the map and some simple plotng. Mark the location of the ship on your map and start yoru stop watch. Allow 3 minites and 15 seconds to pass and mark the ships location on the map agin. Measure the distance between point one and two and multiply that by 10 and you will have the target's speed in knots. The next bit helps if you have a map tool mod of some kind, like the one in the GWX mod, that will tell you the bearing of line you are drawing. Simply extend the line from point one thru point two and you will have the target's course and with a little protarctor work you can figure the AOB. There are also GUI mods that can greatly aid you in this like the OLC gui or the Markman gui. Both are simular in function and vrey helpful. |
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#5 | ||
Stowaway
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I do however practice the same principal, over much longer ranges, or keep the target at 090/270 while working around it. The second method is faster, but not as perfect. |
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#6 | |||
Sea Lord
![]() Join Date: Apr 2007
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I always approach ships being well in front of them, and I point my sub 90 degrees TO THEIR TRACK. This is NOT, as I understand it, the same thing as having an Angle on the Bow of 90 degrees. Angle on the Bow, as I understand it, is the angle from the target ship (not their heading) to my sub. So if my sub is 90 degrees to the target ship's HEADING, but they are a zillion miles away, the angle on the bow will be quite small, approaching zero the farther away they are. Angle on the Bow will not equal 90 degrees until they are directly in front of my sub, and then, of course, it's too late to be shooting torpedoes. Is this correct? The way I understand it, I want to position my sub 90 degrees TO THE TARGET SHIP'S HEADING. I then calculate the angle on the bow quite precisely using the protractor tool on the map, picking a point directly in front of the target ship, then ON the target ship, then ON my sub. This give me the angle between the target ship's nose and my sub. This should be the AOB, right? This part I have down. Quote:
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Also, is the namometer or whatever it is (the markings on the right side of the map) useful for calculating speed? Steve |
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#7 |
Engineer
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To get the speed via fixed line method (which, in my opinion, is the best way to go about doing it before you fire), you should let the ship pass across your 000 or your 180. Do not line your crosshairs up off of either of these numbers, as doing so makes the motion of your U-boat have a negative impact on the accuracy of the reading.
After doing this, yes, you need to then overhaul the enemy ship and get in front of it for a firing solution (assuming you want to shoot from an AOB of roughly 90.) This is how it was done in real life. Another method for gathering speed that was commonly used by the U-boat commanders was to simply steer a parallel course and match your speed so that the enemy ship stays on the same bearing (constant bearing method). If you are doing 6 knots on a parallel course and the enemy ship is staying at 72 degrees (for example) for a long time, then they are also doing 6 knots. If they move from 72 to 71, 70, 69... etc. they are going faster. Move your speed up and see if they stop moving. If they move from 72 to 73, 74, 75... you are moving faster than them. Slow down and try a lower speed. This can be done submerged with hydrophone contacts as well. If you look around, you can find joegrundman's tutorial for eyeballing the AOB of a ship. There are other ways to do it - mathematically, or with the attack disk (which comes in pretty handy - you can find it in the OLC GUI or in Hitman's upcoming [and totally amazing] GUI for GWX 3.0). However, the most common method in reality was to simply eyeball the AOB. Learn how to eyeball the AOB; it is the fastest method by far. Difficult to do from an extreme distance, but by the time you're close enough to shoot, you'll be able to tell easily. Second fastest method is the attack disk method. As for plotting, I didn't bother with that unless it's a clear day with high visibility - in those cases, rather than risk being spotted, I will take multiple measurements and plot the enemy's course on my nav map. Then I will sail way out of visual range and submerge up ahead. That is literally the only situation in which I bother, though. Otherwise, you can gather all the information you need with the methods I described above! And also, it's possible to do this using the attack disk in the OLC or Hitman mods, too - if you are confident in your estimate of the AOB, you can figure the enemy's course reasonably accurately. The plotting method is still more accurate in this case, though. ![]() It's definitely hard at first, but trust me, as soon as you get rid of the notepad (I like GUIs that take it out completely, like OLC or Hitman's Optics), it gets way *easier*. The notepad was supposed to be easy, but it was horrible, and made me miss constantly. Once I learned how it was ACTUALLY done, it was SO MUCH EASIER. And as for range, all you need to really know for 90 degree shots is if you are within the torpedo's effective range. For high parallax shots, you do need accurate range. Mods like OLC or Hitman's Optics mod / upcoming GUI make it easy to get range to target. Hitman's mod is especially fast, as it uses realistic hash marks within the scope view for rangefinding telemetry. Put the horizontal line of the scope at the top of the mast, and then count down hash marks to the bottom. Then refer to the table that comes with the mod. Bingo! You have a surprisingly accurate range to target! You can find the old Hitman Optics for GWX and OLC GUI in the downloads section, under gameplay mods (I believe). They are both excellent. Hitman's mod comes with a table explaining how to find range realistically using the periscope. OLC GUI has a tutorial video for download somewhere that explains all the various functions of its periscope attack wheel. Stick with it; once you get the hang of it, you will have significantly more fun than you did using the assisted targeting methods!
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SH3: 100% Realism, DID, GWX 3.0 + SH3 Commander 3.2 + HITMAN'S BETA GUI FOR GWX 3.0 (in a word: AMAZING) + FM Interiors + SH5 Water + Thomsen's Sound Pack 3.2 + BillCar's Sonar Ping http://tinyurl.com/billcarpingmod SH4: 100% Realism, DID, RFB / TMO1.9+RSRDC / OM+OMEGU. |
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#8 | ||
中国水兵
![]() Join Date: Oct 2009
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#9 | |
Hellas
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you 'lost' your target becuase granville freighter's length is wrong.(speed error) and also its mast (range error)
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Knowledge is the only thing that nobody can ever take from you... ![]() Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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#10 |
Sea Lord
![]() Join Date: Apr 2007
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OK, now I can hit stuff!
![]() I am using the "fixed wire" method. Here is how I do it. 1) Point periscope about 10 degrees in front of target. Press "=". This brings my sub's heading to where the periscope is pointing. 2) Once submarine has stopped turning, center up periscope on sub bearing 000. Your vertical crosshair should be in front of the target ship. 3) Wait for the target ship's nose to touch the vertical crosshair. While you are waiting, identify ship in recognition manual and determine ship length. When the target ship's nose touches the vertical crosshair, start stopwatch. 4) Wait for the target ship's stern to pass the vertical crosshair. Stop stopwatch. 5) Use this forumula to determine speed: (1.852 * ship length in meters) / time in seconds 6) Go to the TDC. 7) Turn on manual data entry. 8) Set Angle on the Bow (AoB) to 90 degrees starboard or port, depending on whether you are on the starboard or port side of the target ship. It does not matter what your actual AoB is. 9) Dial in the target ship's speed. 10) Turn off manual data entry on the TDC. 11) Return to periscope view. Turn the periscope until the gyroscope angle is 000. 12) Wait for target ship to travel across crosshairs. When ship is in vertical crosshair, fire torpedo! Note: If you don't want to wait for the ship to hit the vertical crosshair, you can turn the sub left or right to speed up the process. It is advisible not to fire until your sub has stopped turning. WHAT I HAVE LEARNED. First, The simulation is a lot harder this way! ![]() Second, the simulation becomes much more an exercise of pointing your submarine instead of pointing your periscope. Whoever changed my thread title, manual targeting still sucks! ![]() Steve |
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#11 |
Engineer
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Great stuff! You'll have a lot of fun with this.
For Hitman's optics, you need to hit CTRL + T to lock and unlock the TDC. I forgot to mention that. Good hunting!
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SH3: 100% Realism, DID, GWX 3.0 + SH3 Commander 3.2 + HITMAN'S BETA GUI FOR GWX 3.0 (in a word: AMAZING) + FM Interiors + SH5 Water + Thomsen's Sound Pack 3.2 + BillCar's Sonar Ping http://tinyurl.com/billcarpingmod SH4: 100% Realism, DID, RFB / TMO1.9+RSRDC / OM+OMEGU. |
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#12 |
Silent Hunter
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Maillemaker:
Congratulations on getting better at this. But at step 8 it actually does matter what the real AOB is. If you didn't turn back to a course that is perpendicular to the tartget course you need to set to the AOB as seen at that point. Only set the AOB dial when you actually are facing a direction that will get an AOB of 90 when the target passes the periscope view. You may have succeded because the actual AOB was not that much different but other situations might have resulted in a miss. At step 5 the number should really be 1.944 or for simplicity sake 2. The number 1.852 is not correct. Close enough, but not correct.
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#13 |
Machinist's Mate
![]() Join Date: Jul 2009
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When in doubt, fire a spread!
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