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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Ocean Warrior
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Yes, but the ones in the academy will work just as well.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#2 |
Admiral
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If I could chime in. The real secret to a successful torpedo attack is a structured plan.
1) identify your target. Without properly identifying your target in the recognition manual, you will not have the information on the ship to calculate the numbers you need. It could take a while to do this. 2) calculate the speed Once identified, you MUST calculate speed. The ID and speed will not change once you figure them out (unless you are discovered), so once you have this information, you can rest easy at having 2/3 of the vital information needed to make your attack. 3) Angle on the bow This is the one thing that will prove most troublesome. This can change several times because it gets more accurate as the target gets closer. It is dependent on your point of view. But once you figure this out, you are in the zone. Other aspects such as weather, depth under keel, draft, will add more complexities to your calculation but stick with the big 3. Practice in the academy. You will get there. But stay structured. As you play as long as I have, you can learn how to shoot snapshots, and 33 deg convoy attacks. Good hunting
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#3 |
Watch
![]() Join Date: Jun 2011
Posts: 22
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#4 |
Watch
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Update: I just tried practicing in the Academy but once again I drew a blank on what to do and quit. See what I mean guys?
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#5 | |
Captain
![]() Join Date: Sep 2011
Location: Halifax, Nova Scotia THE HUB OF ALL CONVOYS
Posts: 494
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MagUI ROBAF Training Legend Top outer ring = Length and Mast Height Top Inner Ring = Range Bottom Inner Ring = Speed Bottom outer ring = AOB Pause the game if you can when doing these steps to save on critical aiming time Measuring Speed Step 1: When ship's bow hits desired mark (ex. at 30 degree mark on your periscope) then start stop watch or chronometer until mark is lined up with the ship's stern then stop timer and record the time. Take top inner ring and line up the time value with ship's length in top outer ring, then whatever red line is over bottom inner ring at that time is the target's speed, input into TDC. Measuring AOB Step 2: Move bottom inner ring and line up mast height value with ship length outer ring, then measure horizontal marks and find that value on the bottom inner ring and read what the bottom outer ring is at that point, that's your AOB that you input into TDC. Measuring Range Step 3: Measure vertical marks from waterline of ship to highest mast at 6x magnification then find that value on bottom inner ring move it so it lines up with the 90 value on the outer bottom ring. Step 4: Look at mast height in rec manual and find value on top outer ring then look at top inner ring at same point, that will be your range that you input in your TDC. P.S. if your not willing to put the time in to learn from these tutorials and vids then you might as well have weapon officer on and ask him for the torpedo data and ship identification so its more suited to your play style. Captains didn't take the calculations anyways it was the 1st officer that took the visual readings and weapon officer that inputted the info into TDC, captain just gave overall orders it was the specialists that got into the specifics.
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U-Boote sind die Wölfe auf See...Angreifen...Reißen...Sinken!!! Submarines are the wolves at sea...Attack...Tear...Sink!!! - Karl Doenitz ![]() Admin for the Onealex Mod Discord - https://discord.gg/bKCdQekE4W https://www.youtube.com/watch?v=tSpRvfqFYp0&t |
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#6 |
Grey Wolf
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Point of clarification here from a historical standpoint. The first watch officer delivered the values to the TDC operator (who was the chief bosun, there was no “weapons officer”) for surface attacks under the supervision of the commander, but for submerged attacks all of the data gathering and targeting was on the shoulders of the commander.
That said however, the data was usually gathered even for surface attacks even before the first watch officer or commander put his eyes to the optics. And that was done typically by matching course and speed (called “Ausdampfen”), and was a joint effort between the commander, the first watch officer and the navigator. When the first watch officer put his eyes to the UZO, he was simply refining the values at that point. Same for the commander at the scope when submerged. So indeed a joint effort, but something the commander was directly involved in.
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#7 | |
Ocean Warrior
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Mungojerry, matching course and speed as mentioned is a big step and easy to do too via just your own eyes (binoculars, uzo assisted). Keep it simple, no need to make things a math/physics experiment. It only takes a short time to do. Even when it's not summertime. ![]() Once you have course and speed, you're set for the attack.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#8 | |
Grey Wolf
![]() Join Date: Sep 2011
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Everything else, do manually. |
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#9 |
Ocean Warrior
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Be a good idea to post your install/mod list too.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#10 |
Watch
![]() Join Date: Jun 2011
Posts: 22
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Here it is:
GWX - 16km Atmosphere GWX - Alternate Loadscreen - Full Circle GWX - Captain America's Officer Icons GWX - Open Hatch Mod GWX - VIIC41 Player Sub Thomsen's Sound Pack V3.2cg Rbs1_SH4_Effects_GWX_30_71 Rapt0r's Uniforms V2.0 [Black] Rapt0r's Uniforms V2.0 [Black - All Leather] Patch Rubini´s Underwater dust&plancton v1 M.E.P v6 Optional - ShipVanishingHull for MEP v6 Optional - FSF for MEP v6 TKSS18 German U-Boats Compilation U-Boot 7c-II FixAllSubGWX ARB WideGui 1920x1080 ARB WideGui Fix Adaptation for English & Deutsch Ricks_GWX_Rec_Man_Final M.E.P v6- VisualSensors for GWX3 |
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#11 | |
Ocean Warrior
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Thanks. I was wondering if you were using H.sie's patch as that can affect torpedo depth. But you're not, so scratch that idea. ![]()
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#12 |
Watch
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#13 |
Loader
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Location: Cancun, Mexico
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I don't think using the "auto" solution in the submarine case is cheating. In real life the captain of the submarine does not usually calculate the angle of attack, speed, depth and many things to launch a torpedo, it is usually calculated by the officers on the bridge and that is all and after the invention of the TDC that was more easier.
I remember many submarine books about the Pacific campaign, and the captain or officer who uses the attack periscope or the one on the bridge simply says mark, mark, so that the other, based on that data, can calculate course, speed and anything while looking at the target. I think that many people use submarine simulators, be it Dangerous Waters, or any of WWII, as if the captain did everything in it and micromanaged everything to the smallest detail, nothing could be further from the reality. If you want to play "realistic" just let the AI officers do their job! ![]() |
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#14 |
Seasoned Skipper
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yeah, auto solution is OK
I agree that Uboat captain doesnt have to do all activities alone, because he has experienced officers to manage them. And he has also some more important stuff to do and you dont want to be overhelmed by multitasking.
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#15 | |
Captain
![]() Join Date: Sep 2011
Location: Halifax, Nova Scotia THE HUB OF ALL CONVOYS
Posts: 494
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__________________
U-Boote sind die Wölfe auf See...Angreifen...Reißen...Sinken!!! Submarines are the wolves at sea...Attack...Tear...Sink!!! - Karl Doenitz ![]() Admin for the Onealex Mod Discord - https://discord.gg/bKCdQekE4W https://www.youtube.com/watch?v=tSpRvfqFYp0&t |
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