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Old 01-31-11, 02:55 AM   #1
stoianm
Ocean Warrior
 
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
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Default Methode used to sink a lot of ships

Hi guys,

I will describe here the most acurate method (in my opinion) that i use to sink ships in sh5.

Note: You must to have installed:

1) MO or new UIs by TDW
2) Manos scope

Lets start - we have in our periscope sight a ship:

1) lock the target
2) identify the target
3) put your vertical line of the scope in the front of the target and start the clock (cronometer)
4) stop the clock when the ship just pased your vertical line of the periscope

Open the SOAN and check the lenght of the ship: we supose the lenght of the ship is 149 metters and the clock show us 19 sec

We aplie the math: speed of the ship = lenght of the ship/time*1.94

speed = 149/19*1.94=15.21 knots - we will consider 15 knots

This is an acurate method to find the speed! (in my opinion) - for best result i recommand a distance around 3000 meters and an angle not to far from 90 degrees (20 degree less or more) - if not maybe you will mistake around 0.5 knots

so, untill now we know the speed = 15 knots

5) use the stadimeter and find the distance from the ship.

we supouse that we have distance=3000 metters

6) now we will find the AOB using a methode called ,,AOB aproaces zero'' - wich is the most acurate metode to find the AOB of a ship.

AOB=degrees(asin(ARobserved/ARreference))

AR= aspect ratio

How this is working:

ARreference= lenght of the ship/mast hight of the ship

6.1) Open the SOAN and find the ARreference

We supose that we have lenght of the ship = 149 and mast hight of the ship 49,66 (i know that is to big but is just an example)

ARreference = lenght of the ship/mast height of the ship

ARreference = 149/49.66=3

6.2) open RAOFB and find ARobserved

ARobserved=number of lenghts marks/numbers of height marks (no need to convert)

Using ,,manos scope,, we will have an acurate reading of RAOFB

We supose that we count on horizontal line 12 marks (that is the number of lenght marks) and on the vertical 3 marks (that is the number of height marks)

ARobserved=12/3=4

Normaly now we must to calculate the formula:
AOB=degrees(asin(ARobserved/ARreference))

but now he comes the tricky thing:

We use the AOB SLIDE RULLER (i have a printable jpeg image and in 2 seconds we find the most acurate AOB of the target).

Here is the AOB slide ruller:http://www.filefront.com/17868255/AOB approaches zero.bmp

So, untill now we have

ARreference=3
ARobeserved=4

AOB=ARreference *100/ARobserved=3*100/4=75

We read where is 75 on the AOB SLIDE RULLER and we find an
AOB=49 degrees

If the ship is heading to us then AOB=49 degrees
if the ship is going away we have an AOB= 49+90=139 degrees

So we have now all the data we need:

speed = 15 knots
distance=3000 metters
AOB=49 degrees

6) Put all the data in TDC and fire torpedo.

Have fun


Note: that method is used for playing in an area close to 100% realism

Note: all that i have writted here it is not my original ideea. I readed from all of these things on the internet and books and i puted all togheter in 1 pack.
Note: when TDW will use the toniloCoyote work in his MO, this method will become more acurate and we will have then a small number of ,,mised torpedos''
Note: thanks to TDW and Manos for theirs wonderful work!

Best regards!

P.S. I also know a method (i used 2 monts ago when i was playing at 40% realism) to hit almost all the target at a distance of 6000 meters - in few seconds - but it is like cheating.
http://www.subsim.com/radioroom/show...=165015&page=2

Last edited by stoianm; 01-31-11 at 08:47 AM.
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