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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
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Generally, I'll allocate two per target, one a quarter of the way back from the bow or aimed at the first crane and the second a quarter of the way forward of the stern or at the aft crane. If that doesn't sink 'em it stops them to be mopped up later.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#2 |
Ace of the Deep
![]() Join Date: Jul 2005
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Hi,
I think you all know the problem of setting up an attack when your target is still far away. AoB can be estimated roughly at best and therefore the ship's course also. Without radar for long distance range estimation you would usually have to get pretty close (something about medium range) before you can make any precise assumptions about your target's movement. Here is a little workaround, that will allows one to estimate the target course when it is still far away. It's more like a little trick than a complex technique so it might be well known already. But let's start: I got in front of the little convoy to do the rest of the approach from beneath the surface. The approach was already on the way for ~20min now. ![]() First thing to do is to mark your own position on some empty spot on the map and use it as starting point for your observations. Keep course, take a reading of the ship's bearing (don't forget to calculate true bearing from that) and draw a line from your position onwards in the direction of the true bearing to target. The length doesn't matter as we don't know the range to the ship yet. From all the previous observations when getting in front of your target on the surface or from using passive sonar you should have already gotten an idea how fast the ship is traveling. Then you approximate it's speed which is mostly a thing of experience values here. You should be able to tell whether it is moving at fast, medium or slow speed. But what that means for the actual ship depends on your judgement. A slow moving passenger/freighter convoy for instance, I would estimate as ~6.5kn from my previous experiences, so I'm using this value here. You then wait a fixed period of time. In this example I'm using 5 minutes. Use the stopwatch and after this time expired let the stopwatch keep running. Otherwise you won't be able to continue tracking your own movements afterwards. While doing this there's enough time to estimate and draw you position after 5min. Here I'm moving at slow speed underwater = ~1kn, meaning that I will travel ~150y (heading south). When the 5min have passed, take the second reading and draw another line only now originating from your new position. So far nothing new. What I'm gonna use now is the fact that the target's speed will have it travel ~1100 yards during this time. See the nomograph on the right for this. Now, with both bearing lines in place you only need to pick *any* spot on the first line and draw a line that will end on the second bearing line and has the lengh of 1100y. Note that the first spot you picked there is most likely not the actual position of the target (relative to yours) because we don't make any attempt to get the range yet. The only thing that's important here is that the speed estimation is roughly correct. (And that your drawings are o.k. of course ![]() But after encountering many many freighters at a speed of ~6.5kn (when moving at slow) you would accept this as a reasonable base for these estimations. Here is an image of my in-game nav map to show what I mean. ![]() The small line with length 150y is the way I travelled during those 5 mins and the lower circle shows the spot I picked arbitrarily for the target ship. The target's course line reads something like 310° and when the vessel gets close enough to do a reliable range estimation you can draw it's real course line (relative to your position at least). Knowing the course allows you to position yourself precisely, set a course perpendicular to the one of your target (for fast 90 or dick o kane). Also the target AoB is then only one step away, especially when using an AoB-wheel. Hope it's not all old news, just figured it might be helpful in some situations. happy sailing ![]() |
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#3 |
Navy Seal
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Neat application for optical course determination. I might figure out a possible range of course, say from a convoy speed of seven knots to four or five knots. This would yield two possible convoy courses. Maneuvering yourself to take advantage of either, the real position compared to the two possibilities will allow you to refine your convoy's speed.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#4 |
Watch
![]() Join Date: Mar 2009
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Very good ichso, nice explanation. I have watched and studied the many tutorials on 100% realism but they (at least the ones I have discovered) all deal with the short range final delivery, not the long range approach. I could not figure out a reliable way to predict the target's course. I will definately try this out.
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#5 |
Swabbie
![]() Join Date: Aug 2009
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thank you for such a helpful list!
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#6 |
Navy Seal
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The entire goal of this thread is to take the scariest part of Silent Hunter, manual targeting, and convince you that you will be successful in short order. Then we aim to make it true.
Nobody needs to be afraid of manual targeting. There are so many ways to do it, you are sure to find a couple of methods you will immediately like. Once you're hooked you'll never consider going back to auto targeting again. That's a promise. ![]()
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#7 |
Gunner
![]() Join Date: Aug 2009
Location: In my chair playing SHIV
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RR is right, once i watched the Werner vids, it all made sense, and it's so gratifying when the fish hits after you've put together the solution piece by piece. This game is fun. Can't believe i only discovered it 10 or 12 days ago.
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#8 | |
Seasoned Skipper
![]() Join Date: Apr 2005
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RR suggested I transplant this explanation of how the nomograph works from another thread:
Quote:
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#9 |
Navy Seal
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And I've been playing mods without a nomograph lately! When I loaded up TMO 1.8 beta, there was my old pal the nomograph again. It's great to have a refresher course on just how useful it is. Thanks Frederf!
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#10 |
Gunner
![]() Join Date: Aug 2009
Location: In my chair playing SHIV
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I just did my first O'Kane fast 90 after reading RR's tutorial. out the stern tubes at 2600 yds. that was way cool! both fish hit EXACTLY where i aimed for. that was FUN, I wanna do it again!
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#11 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
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Suggestion
What is missing?
The fundamental concept of aspect ratio and AoB are laid out in Hitman's tutorial (pdf format) by the one and only Hitman. I recommend it be included for those like me who had no inkling of the issue and concepts to overcome in successfully executing a manual targeting attack. |
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#12 |
Navy Seal
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I don't use that because it's not realistic. Information on target lengths and heights was not available during World War II. Even if it were, cut-down masts, paint jobs to make it difficult to see mastheads, disguising of ships to look like other ships of different lengths and aspect ratios all took place. That will never be part of any tutorial I ever do. I will never advise anybody to use that method, as it is entirely bogus for use in US fleet boats. It was very rarely used on U-Boats as a last resort.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#13 |
Ocean Warrior
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the point is that it teaches aspect ratio and AoB. It is a tool to help understand those features for those who are not familiar with them.
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#14 |
Navy Seal
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Aspect ratio is not a legitimate targeting tool, especially for fleet boats. Not once in the entire war can I find a single instance of using aspect ratio or timing the length of the target by the wire. Both of these techniques enjoy a peculiar popularity here at Subsim and both are illegitimate techniques when applied to World War II submarines. As I said earlier, very rarely, U-Boats used aspect ratio as a last resort tool.
After-war analysis of targets sunk and not sunk by American submarines revealed that most of the time targets were misidentified. That means that if they had Capn Scurvy's perfect list of hull lengths, heights of all features and Hitman's aspect ratios, they still couldn't have hit the broad side of a barn. The fact is that we had very little information of the true dimensions of any non-warship in the Japanese fleet. We routinely misguesstimated lengths by a factor of 2, misidentified tonnage by as much as a factor of 3, failed to identify the identity of most targets and in general made a mockery of any ONI manual that we had. Given all that, using methods that increase periscope magnification, provide perfect dimensions of every target on the ocean, eliminate all errors in the database, are illegitimate targeting tools if you care anything about realism. These tools stand directly between you and understanding the thoughts and feelings of World War II submariners. Now if you wish to play an arcade game, have at it. That's not why I play Silent Hunter. I firmly believe that it wasn't the captain's fault when many torpedoes failed to explode against the hull of his target. I don't believe they were in complete control of success or failure every time they mashed the fire button. I think our insistence that we should be makes a mockery of the simulation. Many submariners died for reasons they were not responsible for. Many had spectacular successes for the same reason. War ain't fair. People die when they do everything right. Only failure can be guaranteed. Success is always a crapshoot. The resulting frustration is a central and necessary part of anything with any pretention of being a simulation. That is why MaxOptics, SCAF, aspect ratio AoB determination or LOA timing past the wire speed determination will never be endorsed or taught by me. The most important ingredient in simulation is the unknown gotcha.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#15 | |
Pacific Aces Dev Team
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![]() Quote:
In the us submarines, plotting was the main way of getting the necessary values for the firing solution. Plot was fed from periscope observations (stadimeter for distance, based on mast/funnel heigth estimates and AOB by plain eye observation) and then checked against the TDC position keeper. When radar appeared, this task was greatly improved in accurancy, because the distance could be accurately determined, but overall the method was still the same, only more precise. Developed in the interwar period, when submarines were thought vulnerable if close to the target, the method ensured that even long range shots could have accurancy, and that firing even without seeing the target was possible (Thanks to the position keeper). The german uboats in turn resorted to other systems, and the plot was mostly unused. The only time when something similar was used was when overhauling in the surface a target, be it a convoy or a single ship. In those cases, the captain would rely to the navigator a crude estimation of distance and issue the proper orders to keep the uboat in paralell course beyond the horizon. The comparison of own uboat course changes and bearing lines gave the navigator an approximate idea of the enemy course and speed. And when in perfect paralell position, the commander would make some speed variations until the bearing stayed constant, showing true enemy speed. In other circunstances, mainly night and submerged attacks, the commander or IWO estimated all, distance, AOB and speed by naked eye, and if available, used the values gathered previously during the overhaul maneuver. The aspect ratio system is derivated from the horizontal stadimeter present in early war uboats and interwar periscope makers, which was not unknown to the americans. It was a useful gadget in the peacetime maneuvers, where dimensions of target ships were well known, and it helped the commanders develop the seaman eye. But in wartime, for all circunstances explained by RR, it was mostly useless. Not so much the fixed wire, which was still used, but again not as widely as plain eye estimate. The reason I adapted them to a quick tutorial for us submarines was to get people started on manual targetting and familiarize them with some concepts. Since the AR and FW methods were useful in situations where target dimensions are know and there is no pressure on the shooter, they fitted well the concept of SH3/4 gaming. We don't risk our necks, and the limited number of ships in the game allows us to use it. And, in the same run, the player starts understanding concepts such as the non-linear change of AOB, and the sense of relative motion of the target. In my experience, after some time using the system, the user discovers that he has developed enough experience to tell the AOB by naked eye estimation, even in a 2D environment as a game screen. And the speed also starts being judged with some accurancy, at least in some 3-4 knots interval. I don't however concur so much with the idea that it is impossibel to guesstimate more or less correctly a ship's length (Mast heigth is more difficult), because with some practice it isn't so difficult. There are certain naval construction rules that help a bit, because shipbuilders always tend to keep some proportions, and because a few meters up or down in length don't make a lot of difference for us.
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