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#1 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
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Well, the 3 minute 15 second plot is good for getting a quick fix on his speed. But it isn't that accurate. It's better to take an average over a few intervals. 4 intervals are 13 minutes. Which is just long enough what the stopwatch can show. 12 minutes on the small handle, and another lap of the big one. And you get the speed known to a quarter of a knot. Much better the TDC won't take anyway.
But if the target really was at 500 meters in front of you then it should have hit anyway. 1 knot of speed difference alone cannot make that much of a miss at this distance. The target can speed up if it does see the bubble wake of the type 1 torpedo. So it may have tried to dodge it successfully. Remember the near Tramp Steamer in the torpedo academy mission? How sure were you of your stealth? Other than that I can only imagine the Torpedo speed setting bug messing up the TDC when switching between tubes with a type 1 and type 2 with different speed settings. In the future you can check this manually if it is correct with a rule of thumb (assuming near 90 AOB): Lead angle= 60 * Target speed / Torpedo speed |
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#2 | |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
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3:15 will give you the exact speed [i]if you are 100% certain of the ship's position at the start and stop of the time. If you are 100% realism without map updates, then your map solution may not be 100% certain. I try to shoot at less than 1000 meters, and I still miss, too. It all comes down to knowing their speed accurately. Steve |
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#3 |
XO
![]() Join Date: Jun 2014
Location: Chorrillos, Lima, Peru
Posts: 401
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I'm still not sure why I missed, but I've had better success now that I always set the torpedo depth to 2 meters rather than 5.
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#4 |
XO
![]() Join Date: Jun 2014
Location: Chorrillos, Lima, Peru
Posts: 401
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Yeah I had that happen once, but I figured it out long before I took the shot. The gyroangle was showing zero on the wrong side of the 0º bearing.
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#5 |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
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Yup, that's happened to me before, too.
Also I have tried down-the-throat shots at pursuing destroyers only to realize after firing that I forgot to dial the target speed back down to zero... Steve |
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#6 |
XO
![]() Join Date: Jun 2014
Location: Chorrillos, Lima, Peru
Posts: 401
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I've gone pro! I've recently scored three perfect hits on merchants from as far away as 2300m. It's not nearly as hard as I'd feared. The only problem is they don't go down on the first torpedo.
![]() Tips: Always measure speed for at least 6:30, not 3:15. Always determine your gyroangle before firing (11-12º for 6 knot ships). Measure distance to target down the gyroangle bearing, not the perpendicular bearing. Don't just call all stop when you are at your desired range: Call back slow until the speed drops to 0 then call all stop. Always double check your torpedo depth setting. Always double check that you are on the desired perpendicular heading. |
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#7 |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
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I pretty much have resigned myself to two fish per target. It's the only way to be reasonably sure the ship is going to sink in GWX.
It always annoys me when the ship goes up like the Fourth of July on the first hit and then the second fish is already on the way. ![]() Steve |
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#8 | ||
Samurai Navy
![]() Join Date: Feb 2014
Location: Italy
Posts: 554
Downloads: 82
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So are you saying that the range to input in the TDC is not the length of the perp line that connects my sub to tgt track? But is the length of the line that connects my sub with the tgt itself when it is crossing the "firing bearing"? If so this is against everything I had red on many, many tutorials out there... ![]() Quote:
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