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Old 06-02-10, 02:23 PM   #1
Biggen
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Default Moving and Shooting

How does moving the boat and firing affect the accuracy of the eels? For example, from a dead stop (and my scope locked onto a target) I will determine the range, heading, speed, bearing, and AoB of a ship. I lock all of that in the TDC and then typically proceed on a course that is on a 45 degree angle to that ship if I am behind it (which I for some reason am ALWAYS behind and can never catch up). I figure the 45 degree angle helps with a low gyro angle, but this is all guesswork as I am still learning manual targeting...

However, when I have fired the last several times, I seem to be missing behind the ship. I don't know if this is because I have under estimated its speed or if it is because my forward speed is screwing with the TDC.

Does most everyone fire from a dead stop? How would the real U-Boat Captains done it?
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Old 06-02-10, 02:37 PM   #2
TabbyHunter
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As i still use auto (god, deja vu from my early days of Navy Field...) and not manual, I cant help, but, i would assome real U-boot Kaleuns would fire from either a dead stop, driftig, or ahead 1/3rd at most.
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Old 06-02-10, 02:45 PM   #3
Kpt. Weyprecht
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I'm not the greatest specialist here but I don't think it's because of your forward speed. Anyway, a good thing would be to get to a 90° position (or 45° forward of the ship) and to launch eels at 0° gyroangle so that the distance to the target doesn't matter anymore. I you may be experiencing that problem because the TDC doesn't update distance (while it does update the AOB), so if the gyroangle is not 0° and the distance matters, you have to shoot rapidly after the last distance update, otherwise the firing solution would get obsolete. So, if you manage to take the right position and launch your eels right ahead you will have more time.

Good hunting
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Old 06-02-10, 02:54 PM   #4
Dissaray
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I have shot while on the go a number of times and have not observed any effect on my ability to hit the target. Likely what you are seeing is an error in your data gathering, likely speed or AOB. where movment is involved it is more likely speed that is throwing you off. If you are using a fixed line or other direct observation method of gauging speed movment on your part will throw you off every time, unless you are moving directly at or away from your target. If you are using a map charting method to figure target speed your movment will not effect the result in any way.

I use eather method depending on light and visibility conditions. When I can easyly see the target thru the various scopes I will use a fixed line method but in situations where I can't see the target or bad weather makes accuratly observing the target I fall back to the map charting method.
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Old 06-02-10, 03:09 PM   #5
Biggen
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Quote:
Originally Posted by Kpt. Weyprecht View Post
I'm not the greatest specialist here but I don't think it's because of your forward speed. Anyway, a good thing would be to get to a 90° position (or 45° forward of the ship) and to launch eels at 0° gyroangle so that the distance to the target doesn't matter anymore. I you may be experiencing that problem because the TDC doesn't update distance (while it does update the AOB), so if the gyroangle is not 0° and the distance matters, you have to shoot rapidly after the last distance update, otherwise the firing solution would get obsolete. So, if you manage to take the right position and launch your eels right ahead you will have more time.

Good hunting
You know, I never considered range to be the problem! That might just be it.

I'm going to try using Wazoo's Fast 90 method later today
http://www.paulwasserman.net/SHIII/#Section IV - Fast 90 Advanced Manual Targeting

Will range matter for this particular method?
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Old 06-02-10, 03:09 PM   #6
frau kaleun
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I'm always moving when I fire, even if it's at the bare minimum speed necessary to maintain depth and/or maneuverability. Faster if I need to close the distance between myself and where the ship will be when I fire. I don't use manual targeting yet so if the speed of the u-boat makes a difference in the calculations, I have no idea. As I understand it the torpedo is like a mini-submarine, with its own propulsion and guidance systems - obviously when it's still in the tube it's traveling at the same speed as the u-boat surrounding it, but once it's fired I always assumed that it kind of does its own thing to achieve whatever speed it was set for, so whether I'm going 2 knots or 10 would be irrelevant. I could be wrong. It does seem like firing when the boat is not at 0 rudder with a constant heading makes a big difference, I've done that by accident a couple of times and oopsie I'll miss either fore or aft of the target depending on which way I was turning.

But my gut feeling is that a dead stop is a whole 'nother thing, because if you're not making enough speed to maintain control over your own heading then it seems like maybe that would make a difference. A "dead stop" in the water doesn't mean the boat isn't moving - you're in the water and the water is moving so your boat is moving right along with it. If you're not making enough speed to hold the boat on a particular heading, seems to me like you've lost control of one part of the equation.

I could be wrong about that as well, since I have absolutely zero practical experience with these things.

Ideally, you'd want to plot a ship's general course when you first make contact, and then plot a course of your own that will get you out ahead of where it will be by the time you are ready to close to attack range. This can take a lot of patience, and may mean not going after targets that it is impossible to outflank for one reason or another. But it is far more satisfying watching and waiting as a ship sails itself right into your clutches than it is trying to chase it down and having to settle for a shot at a less than optimum distance and/or angle.

Also if you are using impact fuses rather than magnetic, the torpedo needs to run as close as possible to perpendicular to the target's course to maximize the chance of detonation on impact. If it comes in at a less than optimal angle it may just skip off the side of the ship and never detonate.
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Old 06-02-10, 05:39 PM   #7
pickinthebanjo
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I usually only fire while traveling 0-2 Knots as periscope would not take kindly to much more, but for surface attacks I usually match speed and course and have not noticed any accuracy problems yet
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Old 06-02-10, 05:56 PM   #8
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I like to predict the targets course and, usually, end up doing an 'end round' to get in front of it. This is easiest on the surface at night as I have more speed an my disposal. Ahead full, or even flank, for short bursts will often get me in front of the target, as long as they are not going to fast.

Once in position, in front, I will line myself up to perpendicular (90 degrees, facing his probably course). Then I will drop to periscope depth and wait. As the target gets close, he pretty much lines himself right up in front of me. I'll use head or back to put myself at an easy range.

I'll send the torpedo down its track before he hits 000 in front of me, so if it impacts and doesn't sink him, I have time to get off a second torpedo has he passes in front of me. Once the second is away, I'll hard over, ahead full to either pace him, or get back in front of him. If the second takes him out, it isn't a problem. If it doesn't, I am already on my way to the next firing position.

Sometimes I'll get fancy and cross in front of him, submerged of course, and fire a stern torpedo at his opposite side. If done right, as I get on the other side, and at the range I want, he should close to 180 to me, or directly behind me for the stern shot.
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Old 06-02-10, 06:53 PM   #9
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Coming across their bow for the stern shot is a wonderful means to get your second or third shot in, just make sure to switch the AOB to the other side of the ship befor you fire if you are useing the TDC. I used that just today to finish the Hood. It has an added bonous of making it very hard for any escorts to falow you closely, if they try they will likely ram your target and it gives you lots of time to get deep and silent eather way.
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Old 06-03-10, 11:01 AM   #10
Pisces
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Quote:
... I lock all of that in the TDC and then typically proceed on a course that is on a 45 degree angle to that ship if I am behind it...
After you make a course change, then the AOB setting is not valid anymore. If you turn onto a leading course (ahead of his bow), then the bearing he is shown at moves away from the bow since you want to keep looking at it. The AOB get's updated because of the bearing change when set to auto-update mode. You'll see that the AOB get's updated to a smaller number, but in the view it still has the same angle. (assuming the turn didn't take too long for him to get that much closer) Smaller AOB angle means also less leading angle by the torpedo due to the math-formula behind it. Hence it lags behind.

After every leading turn, and getting him back in view, you need to increase the AOB setting (away from the bow) by the same amount as the course change.

After every lagging turn (you turn to his tail side), and getting him back in view, the resulting AOB is bigger, and needs to be reduced (towards the bow) by the same amout as the course change.

If the turn was large enough for you to need to set the pointer beyond 180 degrees on the other side then do so.

Still, moving forward while doing the speed measurement can seriously affect the results. But I understood you did the measurements while stationary. Speed from stationary measurements are good. Just remember that you need to do a last range measurement as that one is not updated and definately different after a course change and some time passing until firing. However as said, with zero gyro angle range doesn't matter. (If the AOB setting is correct in the first place. )

Apart from that, when you are allready behind him (AOB looks greater than 90 degrees) AND submerged then you'll never catch up with him. He's much faster on the surface than you are submerged. If you really need to stay in his front quarters, then put him on your 90/270 line, and keep it there constantly. That's the simplest way to come/keep ahead. But no garantuee of succes. He might still be too fast. Just continue until you are on the edge of visibility and then surface. Then with your much higher flank speed you should be able to get around him.
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Last edited by Pisces; 06-03-10 at 11:19 AM.
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