![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Ace of the Deep
![]() Join Date: Feb 2004
Location: Colorado
Posts: 1,073
Downloads: 397
Uploads: 0
|
![]()
My method is much more crude, but effective especially when rain or fog makes it impossible to visually identify a target outside of 500 yards. I first estimate a course for the target (easier if you have radar installed) and maneuver so I am submerged approximately 600 yards perpendicular to its course. Being submerged allows the sonar operator to be effective. I know from experience that a MK14 at high speed will travel 700 yards in about 20 seconds, so I need to know the firing point that will intercept a target with a straight run fish dead ahead and 700 yards out. I estimate the speed of the target based on sonar reports and observation through the Attack Map to see how long it takes to travel 10 degrees on the Attack Map. I can then guestimate what angle the target should be at to make the connection with the fish. I use a combination of the sonar operator following the target to get bearing changes and the Attack Map. Also, even though the periscope is visually useless, if the estimated torpedo track on the Attack Map is not straight ahead (relative bearing zero) I adjust the periscope position until the track line is dead ahead. This ensures a straight shot, all other things being equal. So, if the target covers 20 degrees of arc in say, 20 seconds, I will fire when the target is 20 degrees from dead ahead. I tried working up a table for torpedo speed (electrics run much slower) and target speeds, but it got to be too much work. I could be more scientific about it, but gut feel and dead reckoning works pretty well.
__________________
![]() ![]() ![]() Run Silent, Run Deep, and Sink 'em All |
![]() |
![]() |
![]() |
#2 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
|
![]()
Actually a bit over 500 yards in 20 seconds for the MK 14 on high speed.
http://www.subsim.com/radioroom/showthread.php?t=219562 Big sonar cheat when playing with realistic targeting - in real life every time you ping with active sonar, anyone in range with a hydrophone can hear it and get a bearing on you. The game didn't program that in, you can ping destroyers constantly and they never hear it. So to get an accurate range line up the bearing, hit the lower left switch to ping, then the lower right to send range and bearing to TDC. Even if it's way beyond the 5000 yard max range on the indicator, it will display in the message window and on the TDC. |
![]() |
![]() |
![]() |
#3 |
Sparky
![]() Join Date: May 2012
Location: Lancashire ,England
Posts: 158
Downloads: 165
Uploads: 0
|
![]()
Its good to hear how you have managed it ,I,ve got a new sub and a new crew starting from scratch so have no radar ( lost my other boat to enemy action). I found on SH5 if you pan your scope round the torpedo track follows it ,so you can fire by your bearing once you get a feeling for it. The method I used in SH4 is dead easy, you don,t need the position keeper or the TDC , you don,t need to calculate the distance. Provided the torps run straight and the target is within the torpedo range. To get the angle to fire the fish go to a position on the map where the Latitude and Longitude lines cross. Starting from the intersection draw a vertical line denoting the target speed ie 12 knots= 12miles, fix the line then move the cursor to the bottom of the line and pull it off the intersection, the distance just measured will remain the same, if you don,t do that when you come to draw your horizontal line for the torpedo speed ,it,ll drag it along . Put the speeds down and measure the angle with the protractor. It will only work of course providing you,re at right angles to the target . I do not know whether I hit 3 ships and sunk 2, or one ship got hit by 2 fish. Anyhow its 2-0 to the US navy
![]() |
![]() |
![]() |
![]() |
|
|