![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#31 |
Planesman
![]() Join Date: Jun 2014
Posts: 188
Downloads: 93
Uploads: 0
|
![]()
Well Knight, this was an interesting derailment of a thread related to needing help with an attack tactic. I had tried to use the 90 degree method the other day after seeing your initial question and had probably a 40% hit ratio. For some reason I kept shooting behind the merchants, and couldn't figure out the issue.
![]()
__________________
____ I can't tell if I have found a rope or lost my horse. |
![]() |
![]() |
![]() |
#32 |
Torpedoman
![]() Join Date: Jun 2009
Posts: 119
Downloads: 19
Uploads: 0
|
![]()
Knight I'd almost go as far as saying that the S class I'd bugged. I ran Into one, many 8.8cm and flak later it did not sink. It was in the harbor so I shot off his deck and flack guns and proceeded to take my time at sinking her with below the Waterline hits.
|
![]() |
![]() |
![]() |
#33 |
Watch
![]() Join Date: May 2005
Posts: 16
Downloads: 17
Uploads: 0
|
![]()
Hambone307 - I think my issue was probably with my timing the ships for speed. I was using 3 minute flat, so that would have thrown the speed out a little, and I generally don't get my ship lined up perfectly on the 90 degree line, the target tends to be a little off my plotted track by the time it gets to the intended shoot bearing.
This probably combines to mean my torps trail the target slightly. On larger ships I still score hits, just further back than I aimed, on smaller ships, I may miss just aft. I haven't had a great deal of time to practice the attack as each lone merchant I find is not armed and I sink them with deck guns. I have found though, that shooting from 500m rather than 1000 cuts the error down a fair amount also. Kip336, has to be bugged. I easily hit the S type with 20 shells total, mixed above and below the water line. I didn't notice any adverse effect at all. Just stumbled on a slow/stationary ship in the water off the coast of england. I read the flag wrong thinking it was yugoslav but it turned out to be a neutral. Anyway, this ship was a depot ship, armed all over and in war paint, funny a neutral country ship, anchored off the coast of england, armed to the teeth and in war paint, I called bull**** and sent it to the bottom. Will take a renown hit though. It got me thinking though, I wonder if there are U-boat trap merchants in the game. I've never seen one.
__________________
Wife didnt appreciate it when recently whilst she was talking i quiped.....\"rig for silent running\". |
![]() |
![]() |
![]() |
#34 | |
XO
![]() Join Date: Jun 2014
Location: Chorrillos, Lima, Peru
Posts: 401
Downloads: 3
Uploads: 0
|
![]() Quote:
Certainly SH3 is a game, and the game does not accurately model reality. A surfaced submarine, for example, traveling at 8 knots should still be able to detect a medium-sized target at 5,000 meters (see https://books.google.com.pe/books?id...ophone&f=false ). Personally, however, while traveling surfaced in the fog in SH3 the first notice I get of nearby vessels is when the destroyer shoots me twice before ramming into me at high speed. Were you aware, for example, that by turning broadside to the ship the accuracy of the GHG was greatly increased? Turning broadside to the ships does not, as far as I know, improve the accuracy of the hydrophone in SH3. Or perhaps you think that the GHG in SH3 gives one GPS-like location-finding ability. It does not. Play a bit with map contacts on, maneuver underwater until you close to within 5,000 meters of a ship. Zoom in as much as you like and put a big X on the location the GHG places the ship at. Then go scope up. Whoops!! The ship isn't where you thought it was. The point is, however, that GHG shortcomings have a tendency to cancel out. Imagine, for example, that your intrepid crew believes (falsely) that a ship that is 10,000 meters away is really 8,000 meters away and that the second bearing you take, when the ship is 8,000 meters away, falsely shows up as 6,400 meters off. I think if you break out your drawing tools that you will find that the course still ends up close to the real one. Similarly if you hydrophone operator mistakenly believes that the signal is some 5º higher than it really is – i.e., that a ship that is really at bearing 30º falsely shows up as 35º – that when the second bearing is taken falsely showing the ship at 55º when in fact it's at 50º that the ship's heading still comes out close enough for government work. You can move into position, get visual contact on the vessel (by periscope), adjust your firing solution, and hit it with a two-torpedo salvo more often than not. |
|
![]() |
![]() |
![]() |
#35 |
XO
![]() Join Date: Jun 2014
Location: Chorrillos, Lima, Peru
Posts: 401
Downloads: 3
Uploads: 0
|
![]()
The following is an extreme example of error using hydrophones.
![]() The top line, at 100º heading shows the true course of the ship we are hoping to track. The bottom line, which is shown by two marks 1.0 apart, shows our course. We assume that we are submerged, running silent, at 2 knots. We cover 1000 meters in 16 minutes 12 seconds. During the same time period, the target ship covers 3500 meters @ 7 knots. The real range of the target is 18 km at the moment the first hydrophone contact is made. However, since we are exaggerating the error, we assume that our not-so-skilled hydrophone operator mistakenly places the ship at 9 km distance. In short, the ship is twice as far away as we think it is. At the second point, the ship is 16 km away, but our hydrophone mistakenly gives us 8 km distance. Using these two bearings and ranges, a course is plotted. We calculate that the ship is heading 95º when in reality it is heading 100º We surface and move full speed (heading 5º) to intercept the ship, moving at (we assume) 14 knots because of weather. As you can see, even with this extreme error in distance, we are still very close to getting it right. As soon as visual contact is obtained, we will be able to adjust our course and set up a firing solution. |
![]() |
![]() |
![]() |
#36 |
Swabbie
![]() Join Date: Jul 2015
Posts: 5
Downloads: 0
Uploads: 0
|
![]()
Alternatively, as opposed to the 3:15 method, assuming you have GWX installed, you can use the nomograph on the right hand side in the navigation map for any time period you find convenient - though obviously the longer the time the more accurate it should be. Using the nomograph is really easy - just draw a line between the 'time' and 'distance' mark to get the speed in knots
You can also try the four bearing method. This is also useful when you don't have visual contact and are relying on hydrophones, esp. without map contacts on you won't be able to judge distance Here is a pretty good explanation of the four bearing method: http://ricojansen.nl/downloads/the_f...%20Kuikueg.pdf Note that it doesn't tell you exactly how to construct the paralell lines - I use a combination of compass and protractor for that (there should really be a T-square tool in this game :-) |
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|