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Old 11-13-10, 10:35 AM   #16
Bubblehead1980
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Originally Posted by Armistead View Post
Well, you know they're so many factors and I'm sure you're doing most. Sometimes you just have to attack even when being pinged. If you're at 150ft and going flank you can almost always outrun charges. Many times I'll let the DD makes its run and come up to scope depth and take two quick stad measurements for speed and guess where my torps need to be and fire all 6 at one target. For one if the lead DD passes over you and the pinging stops you know you have time. Sometimes another DD will be ready to make another run, but if he only has me on longscale I'll try to at least get a look with the scope and shoot. Sometimes you have to let fly by sonar. Usually as long as I can make 8 kts the charges fall behind me unless caught at scope depth. If you have cams on you can easily see if you can come up, not it's a guess. Just try to have a full charge when you attack.

I'm probably being pinged during 50% of my attacks, but usally find a way to hit something. My guess is you're better than you think and you're wanting maybe more than you're gonna get.

Haven't played in a few weeks, but I'll try to put together a video of an attack soon to give you an idea, but many here are great at pulling off attacks so maybe they can add some new idea's.

Being pinged during 50% of your attacks? That high? You like to work under pressure lol.
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Old 11-13-10, 10:42 AM   #17
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Being pinged during 50% of your attacks? That high? You like to work under pressure lol.
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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Old 11-13-10, 04:42 PM   #18
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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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Old 11-13-10, 08:16 PM   #19
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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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Old 11-13-10, 09:45 PM   #20
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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.
I cannot do what you describe.
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Old 11-24-10, 10:08 PM   #21
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When I attack, I'm setting up a normal two stad measurments for course and speed, leave PK locked, unlock scope, reset bearing at the bow and shoot by the wire.
Thanks for this tip Armistead - I've been reading your posts in this thread with interest since I've been kind of locked into the O'Kane firing method and have been looking for a good method to "fire on the fly." I want to make sure I understand your method correctly though since I'm still getting some misses and usually missing ahead of the target. So if I understand correctly, you are taking two stadimeter readings for target bearing and range (with some elapsed time between readings), then setting angle on the bow according to target course (easy AOB), then setting target speed? Then is it one more stadimeter reading prior to PK on? Or do you set AOB and speed prior to second stadimeter reading then PK lock? Once PK is activated, am I understanding correctly that you are unlocking scope, setting wire on target bow, clicking on send to TDC for wire bearing then shooting by wire... say mast, MOT, mast? Does that sound right?

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 Thanks!
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Old 11-25-10, 02:08 AM   #22
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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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Old 11-25-10, 10:56 AM   #23
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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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Old 11-25-10, 10:47 PM   #24
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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.

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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Old 11-26-10, 07:26 AM   #25
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Originally Posted by I'm goin' down View Post
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.
Sorry, wasn't trying to hijack the thread. Just responding to CaptainJack's question.

Carry on with the DD evasion discussion....a topic I am also interested in learning more about.
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Old 11-27-10, 03:12 AM   #26
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Default A novel about attacking TFs

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:
  1. Ducimus' "The "uber" AI demystified"
  2. Help avoiding detection
  3. Clear something up about thermal layer
Quote:
Originally Posted by I'm goin' down View Post
Recently, I have been setting up at a range of 3,500 - 4,500 yds using the the constant bearing technique (...) escorts, which parallel the main line on each side by approximately 1,000 - 3,000 yds.
About attack technique, I prefer Cromwell's 45 degree AoB approach against speedy task forces because it's ideal to slip between front/flank escorts and it adds-up torps' speed with their speed making the fishes very difficult to avoid.

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.

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Originally Posted by I'm goin' down View Post
Regardless, the protective dd cordon ends with a radar track on my boat, even if it has dived before the unleashed torpedoes impact the chosen target(s). (...)By the way the October 15, 1944 career start missions will lead to large TFs on their way to Luzon.
You said it, you're attacking a TF full of radar equiped capital ship with experienced escorts. Forget about any surface approach. Find their general heading using radar from a safe distance (means more than 8 nm.) and fly in their path at a safe distance (means out of radar range). Dive and pretend you don't exist until they get in range.

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:
Originally Posted by I'm goin' down View Post
DDs have found my boat at a depth of 600 ft., and sunk it. (...) If I angle my boat towards the oncoming task force to yield a smaller radar profile to the oncoming dds and escorts
If they sank your boat while you were 600 ft. deep it means you were either stopped or going straight with a constant speed? You have to play with them more than that. Once again Bubblehead1980 advices are spot on if you ask me. I would like to add; When a DD ping he's not listening. When he's not pinging he's certainly listening. When he's pinging do not touch time compression!!!

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:
Originally Posted by I'm goin' down View Post
Okay. I have shook off the dds and escrorts by submerging and surfacing between where they spotted me and the TF track. But the TF is moving fast. If I set up for constant bearing or O'Kane, you indicate I will be discovered. I assume you are turning on the PK and using manual targeting while closing on the TF after you have resurfaced at your predesignated position. This mean you have to have the track of the TF, identified the target's, entered speed and course, and determined range. (ie. I assume you are using the Easy Aob mod). How do you find time to do that when the TF can be doing over 20 kts? In one Lyete Gulf battle I calculated the TF speed at 33 kts. Note I set up at approximately 4,500 yds off the TF track and well ahead of it. I dive and resurface uon being spotted at around 2,000 yds. According to your post I should continue to close as I fire torpedoes. Between the time I dive and resurface the TF is really close, and their is insufficient time to use the 3 minute rule for speed and course calculations. How should I attack?
33 knots is odd since the TF never go faster than the slowest boat in it. Also, You are a legend aready if you can hit an evasive warship doing 33 knots from 4500 yds! You don't need any advice but since you are asking for it; I am sure any attack method won't get you discovered more than another. Only the metal of your cigar, the wake of your scope or the noise of your knees shaking.

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.
huh, what? I'm still typing? ok enough aready.




-----------TF attacks:
  1. Get in position from very very far and wait so you don't get detected
  2. Be more silent than death or make them believe you are somewhere else
  3. Get as close as you can from your target but never in front of or closer than 2500 yds of an escort.
  4. The best plot is an early plot. No mod will change that. Anticipation is the key.
  5. Shoot everything you have because you won't get a second chance.
  6. Being in a good position to attack a speeding task force is a strike of luck and a luxury. You have to know when to let go. Moreover you will have to let go most of the time or reload your game and get in a good position before they come in radar range.
  7. Did I wrote not to get detected?
Found a post from Armistead about more IJN radar and sonar mods if you want to try it before you hit Esc. > Exit to Windows:
http://www.subsim.com/radioroom/showthread.php?t=177317

Hope this was somehow helpful.
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Last edited by ZigmundFreund; 11-27-10 at 03:53 AM. Reason: more info spotted
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Old 11-27-10, 07:23 AM   #27
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Thanks for this tip Armistead - I've been reading your posts in this thread with interest since I've been kind of locked into the O'Kane firing method and have been looking for a good method to "fire on the fly." I want to make sure I understand your method correctly though since I'm still getting some misses and usually missing ahead of the target. So if I understand correctly, you are taking two stadimeter readings for target bearing and range (with some elapsed time between readings), then setting angle on the bow according to target course (easy AOB), then setting target speed? Then is it one more stadimeter reading prior to PK on? Or do you set AOB and speed prior to second stadimeter reading then PK lock? Once PK is activated, am I understanding correctly that you are unlocking scope, setting wire on target bow, clicking on send to TDC for wire bearing then shooting by wire... say mast, MOT, mast? Does that sound right?

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 Thanks!
You're correct in all your assuptions. I do leave the PK on just until I fire and unlock both PK and scope. If I didn't make that clear, my bad. Once I unlock the scope, I'll set a new bearing in front of the ship and wait for it to come to it and shoot by the wire. Sometimes for speed I'll set new bearings for each shot where I want to shoot instead of waiting for the ship to cross the wire, usually in the middle of a TF with escorts coming almost always shooting at large ships, sometimes seconds count.

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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Old 11-27-10, 11:54 AM   #28
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Originally Posted by ZigmundFreund View Post

I found those threads very useful as well. You'll find various opinions, as various as there is attack situations:
  1. Ducimus' "The "uber" AI demystified"
I have a problem understanding the post above. Ducimus describes the sonar cone in early war as reaching out 1200 meters to a depth of 200 meters (??)

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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Old 11-27-10, 01:01 PM   #29
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Default zigmundfreund; armistead; alky

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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Old 11-27-10, 06:37 PM   #30
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I have a problem understanding the post above. Ducimus describes the sonar cone in early war as reaching out 1200 meters to a depth of 200 meters (??)

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?!?
Those are SH3 measurements. Then, you have to consider thermal layer, weather etc.. and learn the skills of your opponents.

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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