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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#136 |
Navy Seal
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Yes, hats off in memory of the great WernerSobe, who started the entire manual targeting and targeting school of Silent Hunter 4, right here at Subsim. Werner never returned from his last patrol, but I like to think of him always hunting, always perfecting techniques, always teaching.
Yes, he is gone from Subsim, but he continues to work every day, raising the next generation of manual targeting professionals. ![]()
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#137 |
Seasoned Skipper
![]() Join Date: Apr 2005
Posts: 665
Downloads: 79
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There's a lot of torpedo targeting already down so I'll see what I can think of apart from that.
Drastically reducing speed and turning 0/180 "slim" to an aircraft contact, radar or visual, is a pretty reliable way to observe it safely while remaining on the surface and get under way again quickly. Keep a finger on that crash dive key in case you're spotted though. A-scope radar ranges are logarithmic so be careful not to overestimate. 90% of the way between the 5000yd and 10,000yd marks is much closer to 6,000yd indicated than it is to 9,000yd. Remove the radio_track file from the game's directory and leave the radio on all the time to get instant radio updates for major war events without the silly menu music playing all the time. The sonar bearing to a contact will generally trail the contact's MoT visual bearing for two reasons: 1. The sound producing part of the contact is the propellers which are located aft of the MoT visual point 2. The speed of sound means that the sound heard currently is associated with where the contact was several seconds ago. Enemy sensors change behavior under time compression, keep TC use to low values in the presence of escorts. Keep patrol search pattern turns at right angles or more obtuse to avoid patrolling areas already known to be clear. Make a habit of depthsounding before diving below periscope depth, especially crash diving. Count fuel used and time taken on the transit out or calculate how much is needed to get back and add 10%. Write down the date and fuel state you want to leave the patrol area for that 50-70 day endurance and 10% in the tanks as you pull up to the slip. Use the protractor tool to plot sound contacts based on the width the green light is on making little "crows feet". A history of these on the map helps get a feel for the approach and relative distance. Last edited by Frederf; 08-14-09 at 06:27 PM. |
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#138 | |||
Navy Seal
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I've never had a range problem on a single loadout cruise if I kept speed to 9 knots on the surface and stayed up there unless I was absolutely forced to dive. If you get fuel tank damage all warranties are cancelled!
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#139 |
Seasoned Skipper
![]() Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
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Oh yeah, the range at current speed button is in stock back to SH3. It's very handy but you have to make sure you're stabilized at speed before you trust it. If you're going 20 kt, order 1 kt, and then immediately press the range at current speed button you'll get 20 kt speed at 1 kt fuel consumption and your navigator will estimate you can sail to the moon with plenty left over.
There's also the issue of getting a very low expected range when recharging batteries since the engines are operating at flank loads for mundane speeds. Batteries recharge faster as no or slow speeds when surfaced. Engine power going to the screws can't be used to charge. I've also noticed that the commanded speed and the actual speed aren't one and the same. The command room to-the-0.2-knot dial in front of the helmsman reads different than the GUI dial, usually faster. Here's a golden tip I almost forgot: Under semi-high TC settings you can check the sea state by how fast the knot-meter wobbles on the GUI. Lots of wobbles means high waves and no wobbles means calm. Do you know if prop turn counting works in this game or is the sound file static not changing based on merchant speed? |
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#140 |
Navy Seal
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Nope, it doesn't work. the game used too few samples and does vary the speed for slow, medium and high speed but not continuously between speeds.
Actually in WWII there were very few targets where speed could be deduced from beat count anyway. They didn't have anything like the modern computer databases that can take a hydrophone input and tell you the name of the ship and how fast it's moving. Most of the Japanese merchant fleet was completely unknown to the Americans. And those that were known were in generally fouled and messy below the waterline, so would run different speeds than they should were they clean and in optimal condition. For most targets, "speeding up," "slowing down," "running fast," "moving slow," etc, was about as good as you got. We did have some data on a few of the warships.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS Last edited by Rockin Robbins; 08-14-09 at 07:59 PM. |
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#141 |
Rear Admiral
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RR,
What method do you prefer to use if the convoy is zigging? |
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#142 |
Seasoned Skipper
![]() Join Date: Apr 2005
Posts: 665
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Ok, thought as much but checking. All of the historical documents of the time referred to prop counts as the primary method of attaining speed (sonar training LPs, TDC manual, etc) but this was likely the Navy's bent on the submarine as a fleet asset and warship killer and not a commerce raider. Having much better data for warships would be a natural reason to make the conclusion of prop counts being the "primary speed reference."
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#143 |
Navy Seal
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I haven't found any actual wartime references to taking prop counts and I have a fair collection of WWII related submarine books. My favorite incident is when Dick O'Kane's radar went out and he made a sarcastic comment amounting to "damn, now I'm going to waste half of my torpedoes."
You don't need any better testimony to the relative worth of stadimeter and radar positions than that! Our game experiences faithfully reproduce that result, especially if you run TMO or TMOplot.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#144 |
Swabbie
![]() Join Date: Aug 2009
Posts: 10
Downloads: 8
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thank you for such a helpful list!
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#145 |
Navy Seal
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The entire goal of this thread is to take the scariest part of Silent Hunter, manual targeting, and convince you that you will be successful in short order. Then we aim to make it true.
Nobody needs to be afraid of manual targeting. There are so many ways to do it, you are sure to find a couple of methods you will immediately like. Once you're hooked you'll never consider going back to auto targeting again. That's a promise. ![]()
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#146 |
Gunner
![]() Join Date: Aug 2009
Location: In my chair playing SHIV
Posts: 99
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RR is right, once i watched the Werner vids, it all made sense, and it's so gratifying when the fish hits after you've put together the solution piece by piece. This game is fun. Can't believe i only discovered it 10 or 12 days ago.
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#147 | |
Seasoned Skipper
![]() Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
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RR suggested I transplant this explanation of how the nomograph works from another thread:
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#148 |
Navy Seal
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And I've been playing mods without a nomograph lately! When I loaded up TMO 1.8 beta, there was my old pal the nomograph again. It's great to have a refresher course on just how useful it is. Thanks Frederf!
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#149 |
Rosengarten. Center
Join Date: May 2003
Location: The Netherlands
Posts: 89
Downloads: 225
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I have a question for the excelent vector analysis attack: If for instance the speed of the ship is 5 knots, I draw a line of 5 miles, from where I start the attack. Is it possible to attack let say from a distance of 2 or 3 miles?
If I would plot the attack from 2.5 miles, doe I need to cut any other lines? like torp speed, and the 500 yards line for the lead angle? cheers |
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#150 |
Sea Lord
![]() Join Date: Sep 2007
Location: Reno Nevada USA
Posts: 1,860
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Distortion The values for the lines are 100 yards for each knot of torpedo and target speed. Ex. Mk 14 high speed is 46 knots, your course line would therefore be 4,600 yards long. Target speed of 5 kn. = 500 yard speed line.
You can shoot anywhere along the course line more than 500 yards (arming distance) but not beyond it, the torp won't travel more than 4,600 yards on high speed. Spectator explains it much better than I can in post #55 in this thread. He uses an approach angle of 90° but it works at any angle, I always use something like 60°. Vector analysis is a firing solution method so you must be in range of the torpedos for it to work, Magic
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Reported lost 11 Feb. 1942 Signature by depthtok33l |
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