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Old 09-07-07, 06:38 PM   #13
silentscorp1971
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Join Date: Aug 2007
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I have a favorite method I use for quick solutions or when its too dark to identify targets (or if I just can't find him in the ID book). This method doesn't care what the target is and doesn't require any identification of the target, it only uses information your crew provides via the chart. (I never play with "no chart updates" on or "no external camera" since the guy standing by the chart table should be doing something, and I like screenshots)

Once a contact is made (and you are ahead of target and preferably at periscope depth) zoom into your chart (regular, not attack). Find your target ship and draw a line through it from stern to bow (if using Trigger Maru mod like I do they will be just blobs and not directional icons). Draw the line way out till its past your location. Adjust the line using 8 TC (time compression) to get it so the ship is traveling straight down the line.

I then mark a 1 nm start and finish and time the ship over that distance then use the chart helps on the TM map to determine its speed based on time taken and send to this to the tdc. If its daylight I will sometimes guesstimate the speed based on ship type and bow wake. (An error of 1-2 knots +/- will not matter if your firing at or below 1000 yds.)

Lower periscope. If time allows, maneuver your sub into firing distance 500-1000 yds off the enemies bearing line.

Once in possition, stop your boat. Draw a line out from your bow or stern (which ever you will fire from) where it crosses the enemy bearing line will be your "intercept point". Determine the enemies AoB at the intercept point using the enemy bearing line you drew and your subs planned bearing when enemy reaches the intercept point. Eyeball the sub icon and the enemy ship icon in the tdc till they are facing close to how they will be when the enemy reaches the intercept point. You might find it easier to draw a bearing line through your sub until it intersects the enemies bearing line. The easiest way is to just make sure you are 90 degree to him at intercept point so he is "crossing the T".

Send the AoB to the tdc. (This is the least critical of the data you send if your firing at or under 1000 yds so just get it close as possible.)

Now manually set your distance using the interior numbers on the mast height wheel. Keep in mind that you don't care about his current distance, just the distance where he will be at the intercept point, where you plan to fire. You can get this distance by using your compass tool to draw a circle around your sub or using the handy template surrounding your sub in the Trigger Maru mod. Where the circle or template square intersects the intercept point is the distance when you will fire (optimally 500-1000 yards). Keep in mind you DO NOT have to be bow/stern on to this spot since the gyroscopes will be set later when you send bearing to tdc, but your AoB is easier to calculate if you are. Don't bother sending the distance to the tdc yet since you still need more info.

You should not have turned on the PK (possition keeper) yet.
You now have a solution that is spot on for a hypothetical enemy located at your intercept point.

Using quick periscope peeks or distance over time based on speed calculations wait till your enemy reaches your intercept point, raise your periscope and possition the vertical cross hair near where you want the lead torpedo to hit. I usually just hit "L" and lock the view to amidship. I use the LBO (Living Breathing Ocean mod) and have "stabilized periscope" turned off so it is sometimes hard to keep on target manually and select a sweet spot. I also use spreads with every attack which reduces the need to try and hit a specific sweet spot.

Click the "send distance/bearing to tdc" button and turn on the PK. This will also send your previously entered distance. The PK will allow you to quickly update the solution later in case you miss due to an error in your speed calculation. You can drop your periscope at this time too if you like to keep your enemy from changing course if he spots you or to avoid detection by escorts.

While waiting for the enemy to get to your intersect point you should have had time to set your torpedos up and open your tube doors. Select each torpedo you will use one at a time and hit "Q" to open the associated door. Set its speed to the fastest setting and its depth to whatever you like. Don't bother setting spread at this time since it will not save. Use "W" to jump to next tube and repeat.

Once you are ready to fire begin firing your torpedos. I will usually fire tube one using the red plunger at 0 spread then use "W" to jump to tube two and set its spread to -2 degree and hit ctl-enter to fire (TM mod default). I repeat the process for the remainder of my planned fish usually starting with +1 for torpedo 3 and then +2 degree for 4 if I use it. For a 5 fish spread at under 1000 yds I would use
-3,-1.5,0,+1.5,+3.

Using this method I very seldomly miss with any torpedos. Only a grave error in speed calculation would result in a total miss. Thats why I always try to keep at least one torpedo in the tube if I am not confident in my speed guess. That last fish and an updated speed quickly sent to the PKed tdc can slow the target down or disable him till I can get my stern tubes to bear or load some more eels.

Last edited by silentscorp1971; 09-07-07 at 06:58 PM.
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