![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Ace of the Deep
![]() Join Date: Feb 2006
Posts: 1,164
Downloads: 38
Uploads: 0
|
![]()
Angle on the bow is from the target ship's viewpoint, not your boat, which is called the track angle. Just mentioning it in case you are using the track angle instead of AoB when you input the data to the TDC.
I use manual targeting and have since SH3 came out. In the SH3 days I used a slightly different method, but over the years I have scrabbled together my own way of firing the torpedoes. It does rely on the unfailing accuracy of the Map Contact Updates setting, and would be impossible to do at 100% difficulty settings. It involves no math, no stadimeter, no guesswork or reliance on accurate skipper observations. All you need is MCU on, a nomograph, a chronometer, a compass (optional, ruler can be used instead), a pencil and a ruler. It relies on precise positioning, which in my view is the most crucial component of accurate torpedo warshots. I call the method SWiFT, for Steady Wire Firing Technique. It isn't realistic, but it's easily repeatable and very accurate. I happen to be commanding a boat again after several years away from sub sims and am detailing the career in a AAR on SimHQ. In the first patrol report I outline how I go about firing the torpedoes if you're interested in this method. Mod is Operation Monsun in command of a VIIB. The method translates well to US boats, I use it for those as well. This is a link straight to the relevant post. It's a long post as I try to cover a number of topics for an audience who are not hardened sub vets, but you'll get the attack method before too long ![]() The War Patrols of U-46 I realize it isn't a realistic portrayal of how torpedoes were fired in the war, but it works very well, and frankly that's good enough for me. Without MCU on, it would not be possible in the first place, and the unfailing accuracy of MCU leads to accurate solutions for my shots in most cases, and certainly the ones where I can dictate events and choose my firing position and point of impact in advance. As the AAR shows, high-speed contacts like task forces don't always allow proper positioning, and some guess work gets introduced at times. But that's the nature of the business isn't it? The tracking party who ran the plot in wartime submarines were not immune to error of course. MCU is. This removes much of the uncertainty and error inherent in human controlled plots, making it all much easier than it should be. I understand this so no need to preach about the evils of MCU on.
__________________
What? Behind the rabbit? Last edited by Threadfin; 04-04-20 at 11:53 AM. |
![]() |
![]() |
![]() |
#2 |
Nub
![]() Join Date: Mar 2020
Posts: 2
Downloads: 2
Uploads: 0
|
![]()
Thanks @jimmbbo and @Threadfin both of your replies have been helpful. I was calculating the angle from my subs viewpoint instead of the ships so thats a big relief to know why it worked more frequently when I tried everything backwards!!
![]() |
![]() |
![]() |
![]() |
#3 | |
GWX Project Director
|
![]() Quote:
For what it is worth tiger pan, I had a giant brain cramp and couldn't remember which viewpoint to calculate AoB via either.... and I'm supposed to know better. Welcome to Subsim. To all others, commence firing with your rotten tomatoes. I can take it! ![]() |
|
![]() |
![]() |
![]() |
#4 | |
Grey Wolf
![]() Join Date: Jul 2011
Location: Verona, Italy
Posts: 927
Downloads: 1435
Uploads: 0
|
![]() Quote:
do you use activated map contacts?
__________________
Parked under the balcony with my U-27 waiting Juliet finish makeup |
|
![]() |
![]() |
![]() |
|
|