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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Navy Seal
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Being pinged during 50% of your attacks? That high? You like to work under pressure lol. |
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#17 |
Rear Admiral
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Well, it's usually after I shoot, but as long as I can get my shots off and evade, works for me. I like to be right on them shooting at 1000 yards or less. That's why I like to pull the escorts away, I can usually get my attacks off and escape without the escorts having a clue.
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#18 |
Helmsman
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I don't generally like to try pulling the escorts away, but that's partially because I'm cautious, and partially because I've got some leftover habits from before I downloaded the Maxoptics mod.
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#19 |
Rear Admiral
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Pulling the escorts away has gotten to be my favorite method. I will even ping a TF 20nm's away and can often pull escorts 10-15 nms's from the group. Anytime you can have escorts 3000 yards plus in your stern searching for you where you were, leaving a wide open flank to attack from it's like taking candy from a baby. It just takes timing and really not that hard.
My favorite convoys to attack are late war Formosa, shallow water and usually many Type AB's. You better learn to pull them and keep them far in your stern so you can attack, nothing worse than having an elite group of 3-8 Type AB's catching you in shallow water of 150ft...With cams off I've been in my sub and felt like a rubber ball being bounced around the ocean making that mistake, depth charges going off like machine gun fire. |
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#20 | |
Ocean Warrior
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#21 | |
Swabbie
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Sorry for all the questions - I just want to make sure I'm doing it right. It seems like once PK is set, the TDC is going to be constantly updating lead angle for the target - which is why I am a little confused by the unlock scope-leave PK on-set wire on target bow and set bearing-shoot by wire. It seems like setting the bearing again with wire on target bow could cause fish to have an even greater lead angle and run ahead. Let me know if I'm thoroughly confused ![]() |
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#22 |
Ocean Warrior
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How do you get a stadimeter reading for target bearing? (I do not think you can.)
1. The target's bearing is the number degrees displayed on the periscope when you have it locked on the target. You get speed by clicking the speed button on the Speed Dial, but, as I recall, you have to be locked on the target for this method to work. Of course, you can measure speed by other methods such as the three minute rule. 2. You get range from the range dial. 3. You set the Aob per the Easy Aob mod by setting it to match the target's true course per the compass tool. If you use Easy Aob, once speed and course are established and entered on the Attack Dials, you can turn on the PK. The TDC should begin following the target. You can input range after the PK is activated, as the TDC is tracking the target's course and speed. (Note, using Easy Aob: If more than one target is on the same course, after firing at the first target, all that is required is a range adjustment to track the second target.) As for firing by the wire, I have no idea what Armistead is talking about. Take a look in the Bag of Tricks thread re Rock n Shoals constant bearing method in lieu of the O'Kane method. You can use it at long distance without activating the PK. Now for Armistead to impart his brillance... How he avoids dds is beyond me, if TMO is applied using its original AI. Last edited by I'm goin' down; 11-25-10 at 10:48 PM. Reason: made some changes |
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#23 |
Seasoned Skipper
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It's my understanding that you don't ever turn on the PK when using the O'Kane method. AT least I never do when doing a 90 degree O'Kane style attack but I'll let the experts chime in to confirm. That may be where you are getting your misses from.
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#24 | |
Ocean Warrior
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This thread is not about O'Kane, which does not require the PK to be activated--just like the constant bearing method. My issue is how to avoid the dds in TMO 2.0, which, if explained by others, needs further amplification. |
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#25 | |
Seasoned Skipper
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Carry on with the DD evasion discussion....a topic I am also interested in learning more about. |
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#26 | ||||
Watch
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Ok, I think we need some more info from our friend Down 'cause this thread is going sideways. It is also a subject I love to debate.
Personaly I managed to learn how to avoid Ducimus' escorts just by reading page 40 to 45 of TMO_20.pdf manual (and a lot of reading in this forum). If you want more explanation about the last paragraph "So what the hell do i do if i have multiple escorts camping out up top?" then Bubblehead1980 is being very useful here. I found those threads very useful as well. You'll find various opinions, as various as there is attack situations: Quote:
Anyway, if you can hit a target moving at more than 20 knots from a distance 4,500 yds, you definitely don't need advice on the attack technique. I'm totally unable to do that range with constant bearing. I agree with Armistead when he said that fixed attack method is dangerous. It is dangerous especially when you are stubborn to stick to only one attack method. Most probably sticking to constant bearing technique IS the reason why you fail and reload your game endlessly. Are you ending up too close (closer than 2500 yds) to a DD if the main line is at 4500 yds and the flank escort is around 2500 yds in between? Are you making too much noise trying to catch up or keep your constant bearing? Don't let the escorts get closer than 2500 yds and stop even making noise by breathing when they are that close. Even the repair crew have to be disabled. Quote:
If you are not in a good position to attack then Armistead technique to lure the DDs away is a good approach, although I never manage to do this one succesfully against a task force. Making them believe you are somewhere else is a potential approach but you need enough distance to disappear and not too much distance to catch up with the target... More maths on the map. Let me quote our guru RR on this one: "Once you're detected, the hunt for merchies is over and you're engaged in evasion of escorts. In the meantime, the merchies will get away. So rule #1: don't be detected." Even more true with a task force, you have one pass and you are lucky if you can make a second pass to finish the damaged ships. Sometimes you have to accept your position is too crappy and let go the attack. Try to figure out where they are going or if they are coming back, ambush them in a strait or next to their destination port or just curse the engineers that gave you so lousy diesels. If you don't want to let it go then find what gets you detected or cowboy your way around the DDs to spray and pray. Quote:
If you want to know more about the AI, search by user for Ducimus in this forum. I believe you know he's the AI scientist here and I got most of my info by searching his posts. You can avoid any depth charge attack by being deep, evasive and at flank speed. There is no reason run silent if you hear depth charges getting wet. Remember also that the depth is set before launch so changing depth can save your ass as well. I spent a lot of time in the slot during 1942 pissing off the 6 to 12 DD convoys by shelling them and then practice evasion. 'Died a lot of times but it was worth it. Quote:
My first guess trying to figure out your situation is: They know you're here already, get as close/fast as you can to take your shot. The attack method really depends on your position and how much borrowed time you have. I don't have any mod installed making the solution faster than what's in the game and TMO already BUT, I've been practicing all attack methods so I can switch quickly depending on the situation. I also prioritize on gathering plot info a.s.a.p. They are most probably zigzagging already so forget about constant bearing or PK. More possibility of error means you need a more error tolerant method. I would go for Cromwell or O'kane but once again I don't know your position. One thing that doesn't change: Closer is better The speed and angle on bow will have to be an average on their true bearing. The best is to have their true bearing marked before they start zigging. Otherwise you have to make an assesment of their zigs: You can make an assesment by using periscope up/map while taking their speed. You simply mark for the speed 3 minutes on the true bearing line ignoring the zigs. AoB is also taken from the relative true bearing. While the chrono is ticking you have enough time to figure out how wide is a zig and how much time they take to complete one. Once your solution is set the attack map will tell you how much time it will take for your torpedo to get there. Try to time your shot so the torpedo will hit when the target AoB is the closest to 90 degrees. It's obvious that spreading the shots are also maximizing your chance in this case. ![]() ![]() -----------TF attacks:
http://www.subsim.com/radioroom/showthread.php?t=177317 Hope this was somehow helpful. ![]()
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"My fellow Americans, I am pleased to tell you today that I've signed legislation which outlaws Russia forever. The bombing begins in five minutes." - Ronald Reagan - Some help finding big battles using RSRDC: Combined Fleet and Pacific War Animated Last edited by ZigmundFreund; 11-27-10 at 03:53 AM. Reason: more info spotted |
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#27 | |
Rear Admiral
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My first one is almost always at the bow or in front of it to hold a ship in place from speeding up so the others will hit. Usually I'll hit with all. Sometimes I'll even then change speed a few knots slower to make a spread. If a group is zigging and I can figure AOB of both legs, I split the difference. Still, most the time I guess where my torps need to be and set it up that way. MOT...Middle of the Target. Last edited by Armistead; 11-27-10 at 07:35 AM. |
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#28 | |
Lieutenant
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Then in late war, a distance of roughly 2000 meters and a depth of 300 meters (??) This info must be pretty much redundant as very few subs to my understanding can submerge 200 meters (600+ ft.), or 300 meters (900+ ft) in late war. Is this a typo and the depth is really measured in feet and not meters?!? ![]() |
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#29 |
Ocean Warrior
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The last three posts stepped things up a notch. zigmund--nice work. I have been too lazy to use Cromwell. I will fix that.
[The 33 kt. task force was a huge task force of BBs, etc. coming out of San Bernadino straights, heading south in he Battle of Leyete Gulf. Maybe it was 32.5 kts? There were two rows of capital ships, so many that I did not have time to count. It flew bye. I took at random shot at 8,000+ yds., and an hour later the shot hit a BB. The torpedoe was set at minimum running depth. It did not slow the target, which stayed in formation. I count it as my one lucky shot, and right up there with the time my boat was spotted sneaking into the SE entrance of Truk where I was able to manuever and moor it submerged in a Jap boat slip to escape dds/sub chasers that were dropping depth charges all around.] |
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#30 | |
Watch
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To my experience(with TMO2 + RSRDC), escorts in early war can be avoided by calm sea just below thermal layer while in late war any depth is not safe if you're making noise. Of course, with a storm on your side you can stay at periscope depth almost any time of the war. With a safe distance between you and them they are as deaf as Mick Jagger.
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"My fellow Americans, I am pleased to tell you today that I've signed legislation which outlaws Russia forever. The bombing begins in five minutes." - Ronald Reagan - Some help finding big battles using RSRDC: Combined Fleet and Pacific War Animated Last edited by ZigmundFreund; 11-28-10 at 01:20 AM. |
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