SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter III
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-04-14, 04:26 AM   #1
barker262
Seaman
 
Join Date: Feb 2014
Posts: 32
Downloads: 89
Uploads: 0
Default Aiming torpedos with the boat only.

Dear Subsim,

I posted just before about a rude shock I had in my first convoy action, but though that this question needed it's own thread.

Located a convoy at night in heavy rain, well not located, but it appeared on the map near me so thats good enough.

After some initial frustration I charged into the convoy on the surface, could not see a thing! My watch officer informed me that a ship was near and gave the heading, I never saw the thing. I usually don't see anything with night in this game for some reason (is there something I can do about that, don't seem to be able to change any game vision settings that would affect it?).

But my question is really about close range quick shooting, I did eventually find a target myself when daylight appeared but it was at 400 m and actively trying to move away from me. I tried to get 90' to it, but it would turn this way and that, I knew that an escort would be coming soon and took a shot. One torpedo hit, but was too close to arm, the event camera showing it bounce back from the hit. I tried again, getting level. The ship started turning into me, so I hit emergency reverse and had the semi-ridiculous situation of having my u-boat and the target circling inside each other. I had my bow just ahead of the target the whole time and thought that if I could get a torpedo off it just might have time to arm and hit. Firing was another thing entirely, I couldn't take time to look at the TDC dials (can't change them while paused) and drive the boat at the same time.


Now, is there a setting and firing principle that would let me set TDC so that I could get a shot off into the first target that loomed out of the fog? I was thinking that I could set TDC AOB to 0' and aim at the bow of the target, but the torpedos seem to fly off on their own merry way (may be following my view).


I wish torpedo experts in your crew had a skill that could reduce the arming distance of the weapon, like that scene from "Hunt for Red October."
barker262 is offline   Reply With Quote
Old 03-04-14, 06:53 AM   #2
banryu79
Samurai Navy
 
Join Date: Feb 2014
Location: Italy
Posts: 554
Downloads: 82
Uploads: 2
Default

My set up for a quick over-the-shoulder torpedo los:
1) set TDC in manual mode
2) set Gyro angle = 0
3) set torpedo speed = fast

Place yourself broadly perpendicular to target course and aim for the bow or just before it (at bearing 0° of course) fire in range 400-500.
With this target range and torpedo speed the torpedo time-to-tagert will be between 20-30 sec. so keep this in mind when aiming.
banryu79 is offline   Reply With Quote
Old 03-04-14, 06:58 AM   #3
raymond6751
Admirable Mike
 
raymond6751's Avatar
 
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
Uploads: 0
Default Hard work up close

Greetings,

First off, darkness; adjust your monitor/screen brightness. That is a separate thing, done outside of the game. That will help you see better at night.

Next, snap shots still have to find the target. If you turn off the TDC, and don't "lock" on to a ship - a torpedo should fire straight ahead. You have to lead the moving target so that the torpedo will arrive at some point ahead when the ship does.

That means turning your bow to point ahead of the enemy ship. How much depends on range, but ahead for sure.

Finally, early war torpedoes for both sides were faulty and this is reflected in the game. The shots ran deeper than set. So before going into action, set the depth to 3 early war.

And there is the risk of collision with another ship while you fire on one as close as you mentioned. I'd recommend a crash dive and turn to match course with the convoy. Let them pass and then come up for a better, longer shot.

Good luck.
__________________
Game Designer:
Close The Atlantic - World War Three
https://boardgamegeek.com/boardgame/...orld-war-three
raymond6751 is offline   Reply With Quote
Old 03-04-14, 09:47 AM   #4
maillemaker
Sea Lord
 
Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
Default

It can be tricky shooting torpedoes at targets in low visibility (night or bad weather). Sometimes you can't see the target outside of torpedo arming range!

Steve
maillemaker is offline   Reply With Quote
Old 03-04-14, 11:29 AM   #5
desertstriker
Eternal Patrol
 
Join Date: May 2012
Location: mod soup bar and grill
Posts: 1,756
Downloads: 998
Uploads: 0
Default

Usually if you cant see the target because of bad weather its sometimes best to pass the target(s) up. Convoys it may result in you getting sunk but it also means you should be able to escape on the surface

If the torpedo does not have the range to arm itself it is just a 1+ ton paper weight. Occasionally you can get away with a 100 meter shot when the torp is set on impact but you will sustain light to moderate damage, severe if unlucky.
desertstriker is offline   Reply With Quote
Old 03-04-14, 12:36 PM   #6
maillemaker
Sea Lord
 
Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
Default

Quote:
Occasionally you can get away with a 100 meter shot when the torp is set on impact but you will sustain light to moderate damage, severe if unlucky.
I thought the minimum game arming distance was 200 meters? I've never seen one go off with such a close shot.

Steve
maillemaker is offline   Reply With Quote
Old 03-04-14, 08:33 PM   #7
desertstriker
Eternal Patrol
 
Join Date: May 2012
Location: mod soup bar and grill
Posts: 1,756
Downloads: 998
Uploads: 0
Default

I have, destroyed tubes 1 and 2 damaged #3 and 4 and injured 2 guys. It was a from the hip shot. I think what actually happened was it dud that happened to be lucky to be close to the ship its only happened about 2 times out of god knows how many shots taken.
desertstriker is offline   Reply With Quote
Old 03-05-14, 02:07 AM   #8
Kielhauler1961
中国水兵
 
Join Date: Jul 2008
Location: East of the Firth of Forth
Posts: 273
Downloads: 1
Uploads: 0
Default

Torpedo arming distance is 300m - sometimes that is too close to escape without damaging your own boat. If it explodes before that it is premature.

A tactic I use when visibility is point blank is to get right behind the target and adjust my course to follow its track exactly. It is then possible to loose a torpedo at slow speed using the magnetic pistol shortly after the target has disappeared into the gloom. If you have matched course well enough - boom!

This takes time of course and is only possible if the target is unaware of your presence and not zig-zagging.

KH
Kielhauler1961 is offline   Reply With Quote
Old 03-05-14, 09:26 AM   #9
barker262
Seaman
 
Join Date: Feb 2014
Posts: 32
Downloads: 89
Uploads: 0
Default

Thanks to all for the replies. To Keilhauler, that idea has real potential, slow torpedo to increase separation, course matching to set the shot and allow time to do so, nifty. Just a quick question on course matching if anyone is still reading; I gather your using keyboard commands to make the fine adjustments? I'm finding that, even with the large mod gui, the compass seems to miss my requested heading each time I input a new one.
barker262 is offline   Reply With Quote
Old 03-05-14, 12:22 PM   #10
desertstriker
Eternal Patrol
 
Join Date: May 2012
Location: mod soup bar and grill
Posts: 1,756
Downloads: 998
Uploads: 0
Default

a depending on how many degrees the compass is off it shouldn't be too big a deal, like 1 or 2 degrees after all they didn't have the computer navigation we do today so they often eyeballed it on the compass. You can also use the rudder to be more precise .
In case you don't know that is in the same dial slot as the compass you just have to toggle it on. and that toggle depends on the GUI you are using standars it is just clicking an ingame button.
desertstriker is offline   Reply With Quote
Old 03-05-14, 12:27 PM   #11
TG626
Lieutenant
 
Join Date: Jan 2014
Location: USS Seal - Somewhere in the Pacific
Posts: 268
Downloads: 141
Uploads: 3
Default

Does SH3 have a "set course to view" button? I use that a lot in SH4
__________________
T. E. Thompson, LTCDR
Commanding Officer, U.S.S. Seal (formerly S-40 (SS-145))
TG626 is offline   Reply With Quote
Old 03-05-14, 12:51 PM   #12
desertstriker
Eternal Patrol
 
Join Date: May 2012
Location: mod soup bar and grill
Posts: 1,756
Downloads: 998
Uploads: 0
Default

Iff i remember coorectly its either "-" or "="
desertstriker is offline   Reply With Quote
Old 03-05-14, 01:24 PM   #13
maillemaker
Sea Lord
 
Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
Default

It is "=".

One of the most useful buttons in the game especially if you play with no map updates. It allows you to say, "Head thataway!"

Steve
maillemaker is offline   Reply With Quote
Old 03-05-14, 02:47 PM   #14
barker262
Seaman
 
Join Date: Feb 2014
Posts: 32
Downloads: 89
Uploads: 0
Default

The = key, I even know that one and it never ocured to me.
barker262 is offline   Reply With Quote
Old 03-05-14, 06:05 PM   #15
Pisces
Silent Hunter
 
Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
Uploads: 0
Default

Quote:
Originally Posted by barker262 View Post
...
Now, is there a setting and firing principle that would let me set TDC so that I could get a shot off into the first target that loomed out of the fog? I was thinking that I could set TDC AOB to 0' and aim at the bow of the target, but the torpedos seem to fly off on their own merry way (may be following my view).
...
Setting the speed-dial in the tactical map (F6) to 0 means you turn off the built in lead-aim correction. So you do not account anymore for it's future position.

Setting AOB-dial to 0 (or 180) says to the TDC that the target is pointed towards (or away from) you, and not veering to the side. So, this would simplify pointing it. But as it happens, it's effect will be nulled-out anyway if the speed is set to 0. As both are part of the formula to correct for lead-aim correction.

The main cause for missing the target when shooting from the hip is (likely) due to several causes.

1: You (very likely) forgot to open the torpedo tubes. If you don't open them beforehand then the torpedoes take a few seconds more before they leave the tube. And that is probably enough in such hectic situations to miss completely.

2: Consider how the torpedo moves after you press the button. The torpedo tubes are not below the periscope, but some distance forward in the boat. Second, when they start, they first move a straight distance before starting any turn. Third, when they have to turn (if you don't point straight ahead), they do so with a certain turn radius. So if you aim significantly port or starboard side (like more than 30 degrees left or right or worse upto 90) then the torpedo will end up quite a distance aside from your viewing direction along the periscope view. At very close range this offset angle is significant. At long range this offset leads to a minor correction applied by the TDC. (at infinity it is practically 0) So your best bet is to set the range dial on the F6 page all the way down. But YMMV, as it might still be inappropriate for the actual range.

So,
go to F6 page,
flip the Auto/Manual TDC switch,
set target speed to 0,
set range as deemed appropriately low,
flip the Auto/Manaul TDC switch back,
aim,
fire,
... and hope the tubes are already open.

3: Don't let the target dictate when you act! 9 times out of 10 you mess up in the spur of the moment, because "I HAVE TO FIRE NOW, or never". No you don't! There is plenty of sea, and time in the world (well, the simulated one anyway , to set up for a new attack. And you only have a few torpedoes on board. So make them count. Be wary of rushed decisions.
Pisces is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 12:59 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.