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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | ||
中国水兵
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#2 | ||||
Sea Lord
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And, of course, this assumes that the sub, having watched its target sail by, can catch up with it again. Quote:
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What is OLC? Steve |
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#3 | ||
Sea Lord
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Are you saying all I have to do is set AOB to 90, lock my TDC at 000 periscope bearing, then turn the periscope until I have a 000 gyroscope reading, and then shoot when the ship crosses the reticule? Steve |
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#4 | |
中国水兵
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Here is a step by step break down of the proces I use that has been very effectvie for me: 1) Gather all needed data on target: Course, speed and a general distance. 2) Move undetected ahead of the target and take a position perpendicular to their course. 3) Put the attack scope at 00 relitive bearing, looking right out over the bow of your boat. Switch the TDC to manual input so you can enter the target data relating to speed and the general distance from firing position to target's course, the distance realy dosen't need to be accurate at all. Set the AOB reading to 90, eather starbord or port depending on which side of the ship you will be on when they pass. 4) Set the TDC back to automatic and make note of the gyro angle number while the attack socpe is at 00 relitive bearing. If the gyro angle number is between 000 and 090 move the attack scope to the left, if between 270 and 359 move the attack scope to the right, untill the gyro angle reads 000; again this number is below the note pad but above the tube selections butons in your attack scope and is labeled "Gyro Angle". 5) Wait for the target to move into view of the attack scope, without moving the scope, and fire your torpido once the part of the ship you want to hit, be it the bow, the stern, or the center of the ship or any other part of it, is crossed by the verticle line in your scope. What this dose, effectivly, is draw a right triangle with the points being you, your target and where the torpido will impact the target. The hypotnuse in this case is the line of site between you and the target. The torpido will swim in a strate line from your bow, that is what the gyro angle is telling you, and if you have the speed of the target estamated correctly by the time the target crosses your bow the torpido will intercept it and explode, as long as it isn't a dud. It seems like a lot to do in a short period of time but you can get it all done realy fast once you get the hang of it. After 4 or 5 patrols worth of attemped attack I was able to get it right just about every time. Now I can throw down a fireing solution and distroy targets inside a 1min of actual work relitivly consistantly, the attacks often take longer but that is generaly due to slow allied targets taking their sweet time geting into the kill zone. Hope that helps. |
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#5 |
Grey Wolf
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![]() OneLifeCrisis he's one of the vast band of highly talented modders, who made SH3 into this sim we all love unconditionally. ![]() his mods can be found in the download-section.
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Life, Liberty and Property! Last edited by KL-alfman; 03-05-10 at 04:29 PM. |
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#6 | |
Engineer
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This is possible because the angle at which it is moving does not affect the speed at which it crosses the line. There is no reason whatsoever to wait for a 90 degree AOB to do the fixed line method. If you don't want to catch up to it, take the AOB from in front, as it is coming TOWARDS you. You can take it as many times as you like and you'll still have several minutes before the ship passes you. This is tough for some people to grasp, but it is true. You can do fixed line at 10 degrees AOB just fine, which means you can sit in front of it. If it starts speeding up, you can turn yourself and take the reading again. You can do this as many times as necessary, and you can do it while closing distance. Against a lone merchant, there is absolutely nothing that can be done to stop you. You can do fixed line right up until you're 300 metres away, and then a torpedo at fast speed is going to hit it pretty much no matter what anyway. It is by far and away the most accurate and reliable and immediate means of getting the speed. I can't recall the last time I outright missed a shot - usually if a ship doesn't sink, it's because the torpedo was a dud. Fixed line was also a favourite method of real-life U-boat commanders, for the simple reason that it works extremely well. Give it a shot, you'll be pleasantly surprised! Speeding up and slowing down would work much better to thwart other methods - in the plotting example, if the ship moved slow/fast/slow/fast, you would wind up with an inaccurate reading based on the "average" speed. If it goes between 4 knots and 9 knots and you wind up figuring on 7.5 when it's actually gone back to 4 or 9, you'll miss, and you'll miss huge. Since fixed wire method takes mere seconds instead of 3 minutes and 15 seconds, in order to thwart it within visual range, ships would have to be ordering a change in speed at least every minute or two. So no, speed changes every 5 minutes would not help you. Additionally, the fuel inefficiency caused by this would be unbelievable and wholly impractical (imagine driving across your continent going between 40km/h and 90km/h every 60 seconds), which is why this was not a commonly employed strategy in the actual Battle of the Atlantic. I can take a speed reading and fire a torpedo within 15 seconds of each other, if not shorter. So if you're a merchant doing 4 knots when I do my speed reading, you'd better hope you've throttled way up within 15 seconds (and since it takes a while for the speed to be gained anyway, you're probably still toast!). Also, keep in mind that convoys can only go as fast as the slowest ship's fuel efficiency allows, and sometimes, that was very slow indeed (3 knots cross Atlantic was not uncommon on SC convoys). Try the fixed line method out, and try it from a few angles - take multiple readings on one ship from multiple angles without getting spotted, and you'll see that it crosses the line in the same number of seconds if it is coming towards you, going away from you, or sailing right across your 000.
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SH3: 100% Realism, DID, GWX 3.0 + SH3 Commander 3.2 + HITMAN'S BETA GUI FOR GWX 3.0 (in a word: AMAZING) + FM Interiors + SH5 Water + Thomsen's Sound Pack 3.2 + BillCar's Sonar Ping http://tinyurl.com/billcarpingmod SH4: 100% Realism, DID, RFB / TMO1.9+RSRDC / OM+OMEGU. Last edited by BillCar; 03-05-10 at 05:49 PM. |
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#7 | |||
Silent Hunter
![]() Join Date: Dec 2004
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What Snestorm forgot to mention was that you can turn your uboat towards the target until the bow or tail is right infront of the target. Then with the periscope line at 0 (or 180) you do the time measurement. (now your speed won't influence the result because it's also along the periscope center-line) Afterwards when you're done you can turn back perpendicular to the target track. Depending on how close you are you may not have the time to do this. But you don't need to do this when close to the target track at all. (where his bearing changes quickly) You can do it whenever you see an AOB between 30 and 150 and are quite far away. Like during the time you are trying to get ahead of him. Just temporarily turn towards him. As for the number crunching. It's pretty 'simple'. Just divide target length in meters, by time in seconds. Then times 2 and you have knots. The accurate m/s-to-knot conversion factor is 1.944, which is 3600 seconds divided by 1852 meters. But you'll appreciate the simplicity of a nice round number I'm sure. ![]() Quote:
Uncertainty of the other values (AOB and range) can be neutralised or migitated by firing with 0 gyro angle AND shooting perpendicular to the target track. (which means the sub should also be perpendicular to the track) But now uncertainty of the speed has the biggest impact on lead. That is the life of a Uboat Kaleun unfortunately. But luckily the above mentioned speed measurement method is quite accurate. And even in a historical sense. They had a moving line in the scope optics that was synchronised with the gyrocompass. Any slight turn and the line moved against it.
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#8 | |
Sea Lord
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nevermind, I see it. Steve |
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#9 | |
Samurai Navy
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minutes 15 seconds is easily attainable at ranges above 9000 M, so you can angle yourself to get a perfect shot while attaining its speed. The issue I have with the fixed wire method is I have to get speed then do an attack run, instead of doing both at the same time.
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#10 |
Engineer
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As I mentioned above, you can do an attack run while doing the fixed wire method. I do it all the time. It does not matter what angle the ship is relative to you, so you can travel towards it from the front (almost head on), do fixed wire, and make your shot. If you need to turn more towards its track, well, hit hard rudder until you're roughly on the right track, and then fire. That adds a couple seconds, at most.
When I do it this way, it is rare for me to take more than a few seconds between getting the speed and firing the torpedoes. It is done in one run. If approaching from behind, you're going to have to overhaul the target anyway to shoot from 90 degrees, so I don't see how that takes any more time, either. Briefly turn towards the ship. Take speed bearing(60 seconds or less, often times 20 or less). Turn the U-boat back to parallel course. Finish overhauling. Turn U-boat one last time. Fire. You're going to overhaul and close distance anyway, might as well get some immediate, up-to-date information while doing it. ![]()
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SH3: 100% Realism, DID, GWX 3.0 + SH3 Commander 3.2 + HITMAN'S BETA GUI FOR GWX 3.0 (in a word: AMAZING) + FM Interiors + SH5 Water + Thomsen's Sound Pack 3.2 + BillCar's Sonar Ping http://tinyurl.com/billcarpingmod SH4: 100% Realism, DID, RFB / TMO1.9+RSRDC / OM+OMEGU. |
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#11 |
Watch
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The things that have made all the difference to me is the AOB tutorial mentioned earlier in the thread and making a Submarine attack course finder.
I shoot from such short ranges that distance doesn't seem to matter. As far as speed goes if a convoy is slow then its going to be 6 or 7 knots. I put in 6.5 knots and do fine. Again the short range may help there. It may not be perfect but I have found it very useful to be able to make snap shots like that, particularly in poor visibility. Printing that AOB tutorial as a reference doubled my accuracy. |
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#12 |
Sea Lord
![]() Join Date: Apr 2007
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I have installed the hitman optics.
Question: How do you toggle manual TDC data entry without going F6? Steve |
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