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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
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Here is what I am doing. I am using KiUB_english mod.
I join the tutorial torpedo mission for uboats. I proceed to the area where the first target is. This target is a non moving ship called "target drone one". I lock on my target, and make sure "target drone one" is high lighted. I write down the actual mast and actual length of the ship. In this instance the actual length of target drone one is 81 meters long, and actual mast is 24 meters high. Next I proceed to get the periscope milliards on length and mast. I lock the periscope so the middle line is exactly on the waterline touching beneath the ship. Then I click on the top left button and bring the reflection down so that the bottom of that line meets the highest masts. I measure the milliards. I get 4.6 milliards for height. Next I bring the reflection to the top of the periscope so that I can measure the length. I get a total of 16 milliards on the telescope for the length. Next I press the top right button on the periscope and bring about the dials on the periscope where the middle dial can be manipulated and the outer and inner dials are fixed. I move 5.6 millard marker on the dial to be exactly under the very top cross hair (since I am measuring at 6x mag) and then calculate for range. The ship is 24m high, so I look at the 24m marker (outside fixed) and see that the range is 2750m. I then line up this 2750m range marker with the actual length of the ship (outside fixed dial) which is 81m long. From here I read the periscope milliard length of the ship that I had calculated earlier which was 16milliards which is lined up with an AOB of 68degrees. I unlock periscope, and then go to manual mode on the tdc. I change AOB on the green side of the dial (i know the ship isnt moving but it is pointed to the right, and if it moved it would be going right) and set it to 68 as close as I can get. I then shoot my torpedo. I follow the torpedo as it misses to the left of the ship. I shoot another torpedo. That misses in the same exact location as well. I redo all of my calculations and end up with the same numbers. I shoot again. Torpedo misses to the left of the ship. I scream in agony. SOMEONE HELP ME! What am I doing wrong here? PLEASE! Ive spent an entire weekend on this game trying to get it to work properly. PS I have tried in 4 3 , and now I am trying in 16 9 resolution with the AOBF 16-9 Res fix with the same results. Mods are OPSMONSUN_v705 OMv705_to_v720 OMv720_patch4 OMEGU_v300 OMEGU_v300_patch6 OM_Med_EnV OM_SH3_Command_keys Kiub_english AOBF 16-9 Res
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sam |
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#2 |
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Location: new york
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I FINALLY GOT IT!
Am hitting even moving targets FARKK YEAAAH!!
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sam |
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#3 |
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Location: Spain
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OK, I´m having the same problem...
¿Where is the mistake? ![]() ![]() ![]() ![]() ![]() |
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#4 |
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For me it was just making sure gyro angle was 0 when firing the torps.
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sam |
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#5 |
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you never mentioned calculating the target's speed....maybe that's why you keep missing.
edit: nevermind...i see you are talking about a non-moving target....although it might still be moving with the current? 1 to 2 kts? if you are at a long enough range...it will still give it time to move out of the way of the torpedo's path. and yes, always double check the gyro angle and be sure it makes sense. a non-moving target can make the TDC calculate some weird things sometimes. |
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#6 |
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![]() Join Date: Apr 2005
Location: Spain
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The problem for me is that if you shoot against a target really near, the angular correction in the gyro angle introduced by the TDC in order to compensate for the first straight run of the torpedo, before turning to the gyro bearing, is not enough or not accurate. If you shoot at the gyro bearing, the straight run is in the same direction and the error is supressed.
This error would become the less important, the farther is the target , but at close range is enough to cause a miss.... |
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