![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Planesman
![]() Join Date: Jul 2007
Location: Montreal, Canada
Posts: 194
Downloads: 65
Uploads: 0
|
![]()
Without map contact updates on, we all know the attack map is nigh-on useless - especially when the U-boat remains in motion after firing. That being said, do you expert Kaleuns here have other methods to pre-check whether your firing solution might reasonably hit its target before firing?
One visual cue I use is the trail bubble when firing my torpedo when at a narrow gyroangle. I visualize the distance with the target and extrapolate if the torpedo would hit it. However, that can only be done after firing. Thanks! |
![]() |
![]() |
![]() |
#2 |
Grey Wolf
![]() |
![]()
My recommendation would be to check the speed several times using various methods as a crosscheck. Three or four different checks throughout the overhaul and approach and you should be getting consistent values. Angle on bow is relatively easy to estimate, but speed is the tough part, and so that needs more attention.
I wrote this, based on Hitman’s great work: https://drive.google.com/file/d/1isf...w?usp=drivesdk Has several such methods to check speed by. Keep in mind it was written with Wolfpack in mind, but most everything in there except for the visual range estimation on the surface and the navigator in the tower stuff is valid.
__________________
Ask me anything about the Type VII or IX! One-Stop Targeting Shop: https://drive.google.com/drive/folde...WwBt-1vjW28JbO My YT Channel: https://www.youtube.com/channel/UCIJ...9FXbD3S2kgwdPQ |
![]() |
![]() |
![]() |
|
|