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Old 01-20-08, 10:23 AM   #1
joegrundman
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You can do it in SH3 if you turn off the TDC and set the speed to 0, then the gyro angle can be controlled directly by rotating the bearing to target dial in the TDC.
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Old 01-20-08, 08:50 PM   #2
Puster Bill
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Quote:
Originally Posted by joegrundman
You can do it in SH3 if you turn off the TDC and set the speed to 0, then the gyro angle can be controlled directly by rotating the bearing to target dial in the TDC.
Oh, I know. There was a thread seems like several decafortnights ago about how to do that.

I haven't done it lately, but I did do it back when I first started manual targeting.
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Old 01-21-08, 08:31 PM   #3
ejhawk56
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Thanks klh for this nice updated manual. Very professional looking! (as was the first edition). Your simple but detailed approach has spiked my interest in taking the time to really learn this fine tool. Printing it off tonight as it will have a permanent spot on the shelf next to my U boat Commander's Handbook.

Still hope to see a nice supplemental "Angriffscheibe Workbook" to nail home all the examples in your handbook for us aspiring Kaleuns wanting to take it to the next level in immersion.

Eric
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Old 01-22-08, 08:26 AM   #4
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Quote:
Originally Posted by ejhawk56
Still hope to see a nice supplemental "Angriffscheibe Workbook" to nail home all the examples in your handbook for us aspiring Kaleuns wanting to take it to the next level in immersion.
I appreciate the compliments. I'll definitely consider putting together some worksheets similar to what an aspiring Kaleun might use in sub school. It's fun to work on things like that when I'm away from my home PC and can't actually play.
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Old 01-22-08, 02:50 PM   #5
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I finally made my own 'hardcopy' version of the KM Angriffscheibe yesterday from Hitman's files. Although Joegrundman and OLC put one also in their mods, there's nothing better than holding one in your hands and using it, IMHO.

I have a question about one of the pointers. On the side with the compass wheels there is the pointer used for setting scope bearing, IIRC "Angriff kurs". (attack course, or perhaps attack bearing) On it are 2 symbols, one on either end of the pointer. The text "Vorh. Bug" on one side indicates it has to do with the bow (of Uboot or target i don't know), and the other with the stern "Vorh. Heck". Does anybody have an idea how both symbols/texts fit into the use of these disks. When should one use the bow-side as scope bearing, and when the other. I suspect it has to do with bow and stern torpedo shots. But I can't quite figure it out.

Something in the handbuch/manual v2 I would like to make a remark about. Page 9, Example 3 Sorry, I couldn't make a good copy of that page, provided text only to show what it's about. Check the manual for uboot-target drawing.
Quote:
1. Place the A disc with 180° at the top.
2. Turn the B disc until your true course (195°) is aligned with the 180° triangle mark on disc A.
3. Move the transparent D rotor to the target’s bearing (135°) on the A disc.
4. Rotate the C disc so it intersects the D transparent pointer at the estimated AOB (30° port).
5. Read the target's course from the B disc where the C disc index points. The target’s course is 180°.
6. To find your perpendicular intercept course read where the perpendicular line on the C disc points to the B disc. Since the target is off our starboard (right) side, then read the intercept course from the green line. You should come right to intercept course 270° true.

Note: If you wish to run an intercept course for a stern shot, then read the opposite side of disc C. In this case, turn left to heading 90° true.
The way I see it is much simpler. In this situation it is most economical to shoot at the target's port beam (left 90 deg AOB, red side) with a bow shot, like the manual says. If you look closely at the yellow middle (true north) disk you see a clockwise course scale on the outside and a reverse course (counter-clockwise) on the inside of it. This inside (reverse) course scale is right next to the 'Lage' disk. So to hit a target at any desired AOB with bow torpedo's you turn to the course on the reverse compass that it is aligned with. Red 90 is aligned with 270 deg. Red 45 AOB for something like a magnetic shot would be course 315 in this case. (assuming you are ahead far enough for that) See what I mean? It is slightly different as meant in your step 6 and the note below. You shouldn't have to look at the green side if you want to hit the red side.
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Old 01-22-08, 07:06 PM   #6
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In the early version of the templates for that tool there was a silght error in the location of the two ship images labelled Vorh. Heck and Vorh. Bug, as the tool wasn't yet fully understood by us at subsim. Later Hitman managed to obtain the actual KM manual for the tool, and since then has shared how to use it with any who ask.These two features are intended to interact with the Vorhalt arm, that is the funny shaped wheel. The locations of the two boat images should be such that the short tails on each boat will neatly indicate a position on the Vorhalt wheel.Once you have an intercept course, and have gathered your necesssary data, you use slide rules to calculate the necessary lead angle (vorhalt) to hit the target. You then set the vorhalt arm to show the AOB of the target at the moment of firing. You then set the bearing indicator to show the correct lead angle on the vorhalt arm, taking into account whether it is a Bow (Bug) or Stern (Heck) shot, and read off the opposite side of the arm the course that you should follow to be able to shoot the target with a 000 gyro angle. Alternatively the difference between your course at the moment of firing and the indicated lead angle course is the gyro angle you should use
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Old 01-23-08, 08:07 AM   #7
Pisces
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Quote:
Originally Posted by joegrundman
In the early version of the templates for that tool there was a silght error in the location of the two ship images labelled Vorh. Heck and Vorh. Bug, as the tool wasn't yet fully understood by us at subsim. Later Hitman managed to obtain the actual KM manual for the tool, and since then has shared how to use it with any who ask.These two features are intended to interact with the Vorhalt arm, that is the funny shaped wheel. The locations of the two boat images should be such that the short tails on each boat will neatly indicate a position on the Vorhalt wheel.Once you have an intercept course, and have gathered your necesssary data, you use slide rules to calculate the necessary lead angle (vorhalt) to hit the target. You then set the vorhalt arm to show the AOB of the target at the moment of firing. You then set the bearing indicator to show the correct lead angle on the vorhalt arm, taking into account whether it is a Bow (Bug) or Stern (Heck) shot, and read off the opposite side of the arm the course that you should follow to be able to shoot the target with a 000 gyro angle. Alternatively the difference between your course at the moment of firing and the indicated lead angle course is the gyro angle you should use
I see, the 'angriff kurs' pointer with those symbols that I printed out is indeed different from the pointer shown on the screenshot on the first post of your mod thread. The symbols in your mod are moved away from the center compared to mine, they are also moved outward in the final flash executable. But your's is indentical with mine regarding to the missing centerline, that is there in the flash executable. And your mod and mine has a black triangle at the tip, while the executable flash version (and the manual) has a red triangle. So they are all a little bit different versions. I printed the latest version of Hitman's kriegmarine whizwheel v1.1. As I noticed some other inaccuracies and cosmetic bits I will contact him for an update.

I'm not too happy about my transparent parts anyway. Because they are inktjet transparencies they have one rough side that makes air bubbles a certainty when laminating. Unfortunately the hinge is allready glued together.
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Old 01-23-08, 07:15 AM   #8
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Quote:
Originally Posted by Pisces
The way I see it is much simpler. In this situation it is most economical to shoot at the target's port beam (left 90 deg AOB, red side) with a bow shot, like the manual says. If you look closely at the yellow middle (true north) disk you see a clockwise course scale on the outside and a reverse course (counter-clockwise) on the inside of it. This inside (reverse) course scale is right next to the 'Lage' disk. So to hit a target at any desired AOB with bow torpedo's you turn to the course on the reverse compass that it is aligned with. Red 90 is aligned with 270 deg. Red 45 AOB for something like a magnetic shot would be course 315 in this case. (assuming you are ahead far enough for that) See what I mean? It is slightly different as meant in your step 6 and the note below. You shouldn't have to look at the green side if you want to hit the red side.
You may be on to something there. Joe's answer to your first question also gave me some ideas. It looks like I'll have to work on a version 3!
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Old 01-23-08, 08:58 AM   #9
Pisces
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Quote:
Originally Posted by klh
Quote:
Originally Posted by Pisces
The way I see it is much simpler. In this situation it is most economical to shoot at the target's port beam (left 90 deg AOB, red side) with a bow shot, like the manual says. If you look closely at the yellow middle (true north) disk you see a clockwise course scale on the outside and a reverse course (counter-clockwise) on the inside of it. This inside (reverse) course scale is right next to the 'Lage' disk. So to hit a target at any desired AOB with bow torpedo's you turn to the course on the reverse compass that it is aligned with. Red 90 is aligned with 270 deg. Red 45 AOB for something like a magnetic shot would be course 315 in this case. (assuming you are ahead far enough for that) See what I mean? It is slightly different as meant in your step 6 and the note below. You shouldn't have to look at the green side if you want to hit the red side.
You may be on to something there. Joe's answer to your first question also gave me some ideas. It looks like I'll have to work on a version 3!
I have another tip for this manual. It involves angles smaller than 5.7 degrees (like torpedo lead/gyro) that the outer angle ring doesn't have. But it requires using a pointer tool too that isn't part of the disk set that Hitman made. Before assembly of my handheld disk was finnished I realised it was quite difficult to align a certain angle with a certain mark on the time disk. So I made a pointer tool myself. I took a long leftover strip of transparent sheet and drew a radial line on it, long enough to reach the edge of the angle disk. Made a fold there to make a U-shape and placed the non-radial-line end between the large and middle disk (to move freely ofcourse around the hinge). The radial-line-half spans across the yellow and time disk over to the hingepoint(again to move freely, not glued!). Hopefully I can convince Hitman to add one to the log-calculator side in another version.

The trick is as follows: I assume you have the middle and inner disks set in a certain way based on a previous 'small angle' calculation. And on one of them is a number that is pointing to a location on the angle disk that represents an angle smaller than 5.7 degrees (left of 90 degrees). The trick is first to 'memorize' this angle position 'in the disk' by aligning the extra pointer tool to it. Now you are free to move the middle wheel to use as a alternative angle wheel. Why? Because the sine of small angles is quite proportional to the angle itself. You should line up the outside 6000m mark on the yellow distance/speed disk to the 6 degrees angle mark on the darkbrown angle disk. And see where the extra pointer tool intersects the yellow disk scale. There is the angle that is smaller than 5.7 degrees. Note ofcourse!!, this angle would be below 5.7 degrees, but can just as easily mean below 0.57 or 0.057 based on the calculation that lead to it. The disks can't tell the difference between 0.01, 0.1, 1, or 10 and so on. You should know which one is right!
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Old 01-23-08, 08:17 PM   #10
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Quote:
Originally Posted by klh
You may be on to something there. Joe's answer to your first question also gave me some ideas. It looks like I'll have to work on a version 3!
Glad I didn't have enough ink to print off the new version yet...looks like more interesting things to come!

Very interesting discussions....now to go figure out what the hell you're all talking about:hmm:
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Old 01-22-08, 09:49 PM   #11
ejhawk56
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Quote:
Originally Posted by klh
Quote:
Originally Posted by ejhawk56
Still hope to see a nice supplemental "Angriffscheibe Workbook" to nail home all the examples in your handbook for us aspiring Kaleuns wanting to take it to the next level in immersion.
I appreciate the compliments. I'll definitely consider putting together some worksheets similar to what an aspiring Kaleun might use in sub school. It's fun to work on things like that when I'm away from my home PC and can't actually play.
Will be looking forward to this! Time to make myself a wheel to do some serious studying with. The old brain is taking longer to absorb stuff than it use to

I'm hooked. It's like a game within a game.
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Old 03-19-08, 08:40 AM   #12
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Default Version 3 is released!

I have published a new version of the Angriffscheibe Handbuch (version 3). You can find the link at the top of this thread, or on my filefront page.

This revision is a major rewrite (32 pages), and now includes 18 examples of how to use the disc. It is formatted to be printed into a booklet (with a front and back cover).

It incorporates some changes to our understanding of how the disc was likely used by the Kriegsmarine.

I must give special thanks and recognition to Joegrundman and Hitman for their help and advice.

If you haven't already, go full manual TDC and "be more aggressive"!
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Old 03-19-08, 01:23 PM   #13
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Just downloaded . . . wow what a big update! Thanks for this new and improved version, klh.
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Old 03-19-08, 04:15 PM   #14
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Master

Just downloaded. You are a Master of Trigonometry . Superb work.
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