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 04-19-10, 06:22 PM   #1
dfscott
Bosun
 
Join Date: Apr 2010
Location: Atlanta GA USA
Posts: 68
Downloads: 49
Uploads: 0
Default

Thanks for the hints and the forum links. I also just read that mag torps in stormy weather can be flakey as well, so that might have been part of the problem.

And I've never heard about fixed wire either, so I'll definitely give that a shot. I generally try to take my shots around 500m, so I'm thinking that getting an exact speed isn't quite as critical.
dfscott is offline   Reply With Quote
Old 04-19-10, 07:15 PM   #2
toodrunk
Seaman
 
Join Date: Apr 2010
Posts: 42
Downloads: 11
Uploads: 0
Default

The fixed wire method also works for any bearing as long as you're stopped, or moving very slowly (1 knottish).

Like maillemaker says, you start the timer as soon as the bow crosses the vertical portion, and stop as soon as the bow passes.

This will work as long as you know where the center of the bow and stern are. The more directly he's pointed at (or away) you, the more difficult it can be to determine where those points actually are.
toodrunk is offline   Reply With Quote
Old 04-19-10, 07:55 PM   #3
xptical
Bosun
 
Join Date: Jan 2006
Location: Macon, Georgia
Posts: 62
Downloads: 30
Uploads: 0
Default

Speaking of taking the next step, can someone offer advice on what to check next?

The first likely option is called "no weapon officer assistance".

The second is "manual targeting system".


Can anyone expand on which of these I should enable next? Or is it a "jump in with both feet" kinda thing?
xptical is offline   Reply With Quote
Old 04-19-10, 08:16 PM   #4
pickinthebanjo
Seasoned Skipper
 
Join Date: Mar 2010
Location: Canada
Posts: 651
Downloads: 282
Uploads: 0
Default

Quote:
Originally Posted by xptical View Post
Speaking of taking the next step, can someone offer advice on what to check next?

The first likely option is called "no weapon officer assistance".

The second is "manual targeting system".


Can anyone expand on which of these I should enable next? Or is it a "jump in with both feet" kinda thing?
Personally I started with everything turned off except the external cam, it took me ages to learn but it's rewarding. For those that have toruble gathering the Range, Speed and AOB, a good GUI can do wonders.

I recently looked thoroughly for one that does not conflict to badly with the new interiors mod but went back to OLC GUI because I can come up with a good solution in less than one minute.
pickinthebanjo is offline   Reply With Quote
Old 04-19-10, 09:40 PM   #5
xptical
Bosun
 
Join Date: Jan 2006
Location: Macon, Georgia
Posts: 62
Downloads: 30
Uploads: 0
Default

Quote:
Originally Posted by pickinthebanjo View Post
Personally I started with everything turned off except the external cam, it took me ages to learn but it's rewarding. For those that have toruble gathering the Range, Speed and AOB, a good GUI can do wonders.

I recently looked thoroughly for one that does not conflict to badly with the new interiors mod but went back to OLC GUI because I can come up with a good solution in less than one minute.

I think what I'd like to know is, if I enable one of those options, then what do I have to do to hit a target?

What dials in the TDC does the weapons officer fiddle with? Or does he fiddle with any of them?

What dials in the TDC does manual targeting deal with? Or does it deal with any of them?
xptical is offline   Reply With Quote
Old 04-19-10, 10:09 PM   #6
Snestorm
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

For targeting I endorse maillemakers advice.

Map contacts:
If you've come this far, you certainly don't need them.
To me, they detract much from the immersion.

National identification:
Unfortunately, yes, you just might have to make another pass.

Zig zagging targets:
According to The Uboat Commanders Handbook, once you loose the element of surprise, you've lost your oppertunity.
Option 1 is to let them go permanently.
Option 2 is to let them get a few hours away, then pick up the chase on there original base course.
  Reply With Quote
Old 04-20-10, 06:02 PM   #7
Flopper
Weps
 
Join Date: Jan 2010
Location: Asheville, NC, USA
Posts: 356
Downloads: 107
Uploads: 0
Default

Quote:
Originally Posted by Snestorm View Post
Zig zagging targets:
According to The Uboat Commanders Handbook, once you loose the element of surprise, you've lost your oppertunity.
Option 1 is to let them go permanently.
Option 2 is to let them get a few hours away, then pick up the chase on there original base course.
This is great to know. It makes sense in hindsight, and I can't describe how frustrated I've been when the only thing the target keeps showing my his stern on route to the opposite side in rough seas. I've ran out of torps trying to pull off an up the a$$ shot.
__________________

Flopper is offline   Reply With Quote
Old 04-19-10, 11:23 PM   #8
pickinthebanjo
Seasoned Skipper
 
Join Date: Mar 2010
Location: Canada
Posts: 651
Downloads: 282
Uploads: 0
Default

I'm not quite sure what your asking, but i'll try to give this a go.

Quote:
Originally Posted by xptical View Post
I think what I'd like to know is, if I enable one of those options, then what do I have to do to hit a target?
If you mean enable manual targeting:
You have to enter Range: with stock identify the ship then use the range tool (Stadimeter?) and set the horizontal line to the tallest point on the ship, and this will give you range.

For speed there are various ways in the stock game and I was never good at that, I would just use the speed button and let it go for about ten seconds then stop it and it would give an estimate.

For AOB use the tool in the map or just guess as it's usually fairly easy and it does not matter for keel shots as they do not impact directly.

Enter your calculations into the TDC set it to auto then fire (Dont forget to open your tubes first)

Now if your using a GUI mod you best just look up a tutorial as that would be another page to explain. Like I said before though, I use OLC GUI because it has the Range/Angle Disk

For anyone looking to try Manual targeting, this will greatly help you make your calculations:
http://www.subsim.com/radioroom/down...=1616&act=down - Direct Download OLC GUI 1.2.7

http://www.subsim.com/radioroom/down...=1112&act=down - Video Tutorials For OLC 1.2.7
pickinthebanjo is offline   Reply With Quote
Old 04-20-10, 05:25 PM   #9
dfscott
Bosun
 
Join Date: Apr 2010
Location: Atlanta GA USA
Posts: 68
Downloads: 49
Uploads: 0
Default

Hey all.

Following everyone's advice, I started another patrol and started hitting and sinking stuff like crazy! Once I learned not to worry about range and to work to get a 90 degree shot, things got much easier.

Oh, and I also made the mistake of trusting the range lines on Pato's 3m bearing mod -- for some reason it reads low. I thought I was shooting from 600m when I was actually shooting from 300 -- really made it hard to get more than one off and a lot of them weren't armed yet.

I'm just about ready to try GWX -- does it require a more processing power? I'm playing on a laptop with integrated graphics so I don't have much to spare. Regular SH3 runs ok, fwiw.
dfscott is offline   Reply With Quote
Old 04-23-10, 01:06 PM   #10
dfscott
Bosun
 
Join Date: Apr 2010
Location: Atlanta GA USA
Posts: 68
Downloads: 49
Uploads: 0
Default

Quote:
Originally Posted by pickinthebanjo View Post
Now if your using a GUI mod you best just look up a tutorial as that would be another page to explain. Like I said before though, I use OLC GUI because it has the Range/Angle Disk

For anyone looking to try Manual targeting, this will greatly help you make your calculations:
http://www.subsim.com/radioroom/down...=1616&act=down - Direct Download OLC GUI 1.2.7

http://www.subsim.com/radioroom/down...=1112&act=down - Video Tutorials For OLC 1.2.7
So, does this work with GWX3? I've just installed that and I know it has a lot of different mods integrated already, so I didn't want to end up with any conflicts.
dfscott is offline   Reply With Quote
Reply

Thread Tools
Display Modes

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 06:31 AM.


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.