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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: May 2007
Location: Romania
Posts: 492
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Here's how I do it:
1. ID 2. Stadimeter check 3. wait 20 seconds or more 4. Stadimeter check 5. Estimate speed & AOB 6. Turn PK on 7. Fire when torpedo gyro angle is minimal The reason for multiple standimeter checks is to give the PK an accurate position to track from. Also if no escort is nearby I always get an active sonar range reading sent in before I turn PK on. This is my first try at manual TDC (before 1.3 the AoB and speed estimates got me too annoyed to play on manual). It's been working quite nicely so far. First few solutions were pretty way off but they got better after a while. I'm pretty confident in my ability to hit ~60% of the time on any non-manuvering target within 3000 meters. |
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#2 | |
Seaman
![]() Join Date: Dec 2005
Location: Lecco, LC, Italy
Posts: 42
Downloads: 6
Uploads: 0
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#3 | ||
Captain
![]() Join Date: Mar 2007
Location: Bucharest, Romania
Posts: 529
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AND sub heading. The bearing to target is relative to the sub
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Kilroy was here |
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#4 |
Captain
![]() Join Date: Nov 2002
Location: helensburgh
Posts: 525
Downloads: 2
Uploads: 0
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thats the problem with the game it swaps and changes from reletive bearing and true bearing . when you look through a scope you see ships heading always as 0 and when the team compute the speed and course from the ranging they use true bearings everything should be done in true to cancel the problem in the royal navy our scopes have a true bearing ring and underneith it a reletive bearing ring i can do it ok because all that stuff is my JOB in real life i can understand how its confusing for other people
is there any one out there skilled enough to mod the game so ships heading in scopes and other devices is displayed as true heading? that would be a great mod |
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#5 | |
Seaman
![]() Join Date: Dec 2005
Location: Lecco, LC, Italy
Posts: 42
Downloads: 6
Uploads: 0
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#6 |
Lieutenant
![]() Join Date: Apr 2007
Location: Adelaide Australia
Posts: 266
Downloads: 240
Uploads: 0
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I have found the best way for getting speed is using the 3 minute rule. if you are unfamiliar ill explain
mark your targets position on the map with the pencil. Use maximun zoom and mark just in front of the bow. wait for exactly 3 minutes then mark the target again. using the ruler measure the distanse then multiply by 20. eg if the distance is 1nm your speed is 20kts .5nm = 10kts .3=6 ect. ive found you end up with a very reliable measurement. but obviously this method is much harder if you dont have map update on. I have noticed that when using the sonar it allways seems to give a range slightly further and bearing slightly behind the target. Maybe im just not quick enough on the send data buttons. Anyway Ive found the game heaps more exciting when using manual targeting. When and if I master this I want to move onto no map update. happy hunting and stick with manual when you do hit its realy rewarding. stew
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Captain Stu from Down Under , Down Under ![]() |
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#7 |
Captain
![]() Join Date: Nov 2002
Location: helensburgh
Posts: 525
Downloads: 2
Uploads: 0
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Its Good But Even In Ww2 The Sonar Operator Could Give You The Speed Using Tpk And The Revolutions Of The Shaft Why Are They Making It Difficult To Get Course And Speed In The Game When Its Really Quite Simple I Can Do It In my Head But Im A Tactical Systems Leading Hand In The Royal Navy Submnarine Service Thats My Job In Life Not Everyone Is
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#8 |
Torpedoman
![]() Join Date: Apr 2007
Location: fl
Posts: 112
Downloads: 0
Uploads: 0
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I like using auto, it easier for me. too much work in manual.
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#9 | |
Lieutenant
![]() Join Date: Jun 2005
Posts: 260
Downloads: 13
Uploads: 0
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#10 | |
Seaman
![]() Join Date: Dec 2005
Location: Lecco, LC, Italy
Posts: 42
Downloads: 6
Uploads: 0
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#11 |
Planesman
![]() Join Date: May 2007
Location: San Francisco, California
Posts: 185
Downloads: 1
Uploads: 0
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I've just started a new campaign on 100% realism (so including manual targetting) and I can say that the manual targetting has been working 100% better for me as of patch 1.3.
Since I play with Imperial measurements, manual TDC was almost impossible for me in 1.2 until CapnScurvy released his excellent "Imperial Range Fix" mod: http://www.subsim.com/radioroom/show...imperial+range Now with patch 1.3, all of the Imperial measurements seem to be working correctly without any mods at all, and I've had a near-perfect success record with all my manual TDC shots so far. Granted, I've only sunk a handful of ships so far: three Large Modern Composite Freighters, two Medium Old Split Freighters, and a Small Split Freighter. But out of all of those ships I've only missed with one torpedo, and that was because I set my spread-angle a little too high. --- Since I don't haven't gotten around to making an IS-WAS yet and I don't have a slide-rule, I've been using Centred75's excellent Imperial Navy Ship Recognition Manual which I highly recommend checking out. He's included complete quick-calculation tables AOB, Speed, and Range on all ships without having to do any calculations. (Thanks Centred75, if you happen to read this!) Here's a link to his thread w/ the manual: http://www.subsim.com/radioroom/show...ighlight=INSRM nomad_delta |
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#12 | |
Lieutenant
![]() Join Date: Jun 2005
Posts: 260
Downloads: 13
Uploads: 0
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