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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ensign
![]() Join Date: Jul 2007
Location: Otopeni, Romania
Posts: 233
Downloads: 942
Uploads: 0
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Hello
![]() I want to take a chance by playing at full realism settings and I would appreciate any advice the good people here can give. I know how to proper use the TDC and i am decent with the radar too, but i want to learn more about tracking and plotting course for a ship or a convoy after i have found them visually or with hydrophone. Thanks in advance! ![]() |
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#3 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() It's hard to give specific advise, since there is a big difference between playing with full realism settings, and playing realistically. |
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#4 |
Admirable Mike
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
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That's a great application. Well done.
Now full realism includes crew training. I, the player, can now train myself using your tool and testing at various skill levels. Wonderful. Another aspect of full realism, to many people, is avoiding the TC, meaning playing at real time. While this is realistic...nobody has enough time to do this at TC1 and have a normal life. What I do, and suggest, is play at TC1 until I am about to finish a session for the day. Then I speed up to get past a lot of empty ocean. The next time I start, I begin further into my patrol without wasting a lot of time.
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Game Designer: Close The Atlantic - World War Three https://boardgamegeek.com/boardgame/...orld-war-three |
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#5 | |
Admiral
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You might want to look at my "High Realism Tutorial" I've had floating around for a while. I explain many of the concepts you'll need to learn like determining AoB; the function/use of the Position Keeper; how to plot a target on the Navigation Map using the realism option of "No map contacts update"; there's a handy "Speed Chart" and "Worksheet" too.
This revised version, released in 2009, can be used with or without my "AoB Calculator". A hand held device that will aid in determining a target's bearing and course when at the Navigation Map. There have been several editions of the Calculator since I made it in 2007 (I see Gutted is using it in his Solution Solver), the latest was reproduced by Jerm138 in a PDF form found HERE. Along with the Tutorial, you may wish to download the "Practice High Realism Mission" which sets up the same target the Tutorial uses. Being able to follow along using the same target will get you up to speed in figuring out the mechanics of manual targeting, under a controlled environment. It's JSGME compatible, you just add the mission to the game as any other mod. As always, read the Documentation for all of the above. Good luck!
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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#6 | |
Canadian Wolf
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![]() After I get done with my Real Navigation Mod, I plan to also go back to Manual Targeting and a higher level of realism. |
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#7 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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Personally I ignore AOB and set it to 80. Get a few range and bearing marks, draw a line thru those, that's the target's track. Don't head for the target, head directly for the track since the idea is to be 1000 yards off the track at 90 degrees to the track when he gets to the firing point. While moving toward the track take another range and bearing, mark it on the chart, then use the stopwatch or measure out a mile, whatever's easiest for you to determine speed.
My experience with AOB is it's difficult to judge when you're where you're supposed to be, if you're on the track or just off it the AOB is gonna be somewhere between zero and 10 and won't change much until he gets really close, then it will increase rapidly as he crosses your tubes. That's why I set it at 80 and leave it, since that's about what it will be when he hits the firing point. You really wanna use the TDC to keep track you can measure the angle between your sub's heading and the target's course from his current position, that will give you the most accurate AOB. |
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#8 |
Rear Admiral
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Easiest and perfect way to get AOB is to get the course and set it on the AOB wheel if you use the TDC.
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#9 | ||
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
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OK, at the risk of making myself unpopular, I have to address this misconception. |
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#10 |
Ensign
![]() Join Date: Jul 2007
Location: Otopeni, Romania
Posts: 233
Downloads: 942
Uploads: 0
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Thanks for the input!
![]() I have Werner Sobe's tutorials from way back when they were released and any time I return to SH4 i watch them again and again. ![]() ![]() ![]() ![]() ![]() How to proceed now that i have those contacts on hydrophone? I will list my activated mods in the hopes that if i put them wrong it could be corrected: 1. TMO 2.5 2. TMO small patch 3. Convoy routes TMO+RFB 4. TMO Sub textures FooSkin 5. RSRD 6. RSRD Patch1 7. OTC 8. OTC Realistic scopes 9. OTC Tokko's revenge 10.ISE v3 TMO&RFB 11. ISE Realistic colors One more thing, has anyone tried to make a mod that simulates what Toprx was saying about real life situations? |
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#11 | ||||
Admiral
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Your mod order seems just fine bybyx.
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Using the "Submarine Torpedo Fire Control Manual" I draw your attention to Chapter 4, where it talks about the makeup of the "Torpedo Fire Control Party". Page 3: Quote:
Further reading, Chapter 5, Page 32: Quote:
![]() The training manuals speak for themselves. If a Captain/Author wanted to slight specific aspects for expedience in writing, or just take sole credit for his accomplishments over giving details of who/what may have helped in it......well, you be the judge. ![]()
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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#12 | |
Rear Admiral
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Course if you play with contacts off it's more difficult.
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![]() You see my dog don't like people laughing. He gets the crazy idea you're laughing at him. Now if you apologize like I know you're going to, I might convince him that you really didn't mean it. |
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#13 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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None of the excerpts contradict my assertion. I didn't say the plot was unimportant - quite the contrary. What I'm saying is that the Aob was used to develop the plot. If the method of connecting two points and deducing the Aob, the skill of estimating the Aob by observation, would not have been taught or practiced. There would be little need for it. ![]() There's a considerable amount of information here. |
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#14 |
Sea Lord
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Cap'n Scurvy and TorpX, I believe you are BOTH correct. Based on my reading over the years, here is how I believe that fire control was executed: The Approach Officer estimated the range, AoB, and speed, and called these out for entry into the TDC. TDC then calculated the target course. The Plotting Party kept updating the attack plot with target range-and-bearing as called out by the Approach Officer. (And AoB, as TorpX points out.) Plotting Party and TDC independently developed a firing solution, based on the two different sets of data. The solutions were checked against each other. Both solutions had to agree, or the boat commander (who usually was, but might not be, the Approach Officer) would not clear to fire. Torpedoes were not supposed to be wasted in snap shots.
IIRC, both O'Kane and Fluckey describe situations were the Plot and TDC solutions disagreed. "Check fire." There was tension and fuming while the discrepancies were resolved. (Beggin' yer pardon, but this early on a Sattidy, I am not up to finding the references.) Range and bearing do give course, heading, and speed, but AoB immediately identifies target course changes (like zigzags). Of course, the target range and bearing were determined mechanically, from the bearing ring and stadimeter. The AoB was judged by the Approach Officer, using the Mark I Human Eyeball. It's probably not surprising if former Approach Officers, in their post-war memoirs, sometimes emphasized the parts of their job that called for the most skill on their part. Another observation from TorpX's excellent illustration: range and AoB data begin at 10000 yds. How hard is it for us to make any kind of range or AoB estimate at 10000? Those first long-range observations were probably easier in the R/L analog periscope view, but not a lot easier. They didn't wait until the target image was clear enough for accurate estimates, because then they would wind up basing their solution on 2 or 3 observations, like we often do. If we want to play "realistically" (in a historically appropriate manner), then we need to train ourselves to make and use good estimates at long range. Last edited by BigWalleye; 04-05-14 at 07:55 AM. |
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#15 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
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Even if they're zigzagging 30 degrees either side of the base course it's pretty difficult to get closer than "20 to 40 degrees port" from 10000 yards. Coming along without zigzagging can you really tell the difference between AOB port 5 and AOB port 10? Even at close range you can tell if it's not zero when you can see part of one side or the other and not just bow on, but anything more accurate than "less than 30" or "more than 30" or "about 60" would take psychic powers. You can get a GENERAL course from AOB and tweak it later by making a second mark and drawing a line through it, but when it comes to shooting at close range you simply don't have time to do anything other than preset the AOB to 70 or 80 and leave it alone.
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