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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Planesman
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I never attack from more than 600 meters....
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Previous Kommandant U-196 - 400,317 GRT - Current Kommandant U-847 - 592,000 GRT - Monsun Gruppe 33 - Codename - Majestik - "Kommen flach! Alles ruhig! Machen umdrehungen für zwei knoten! Bis periskop!!!" |
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#17 | |
Mate
![]() Join Date: Jan 2016
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Early in one of my games I discovered the Q key quite by accident. I bumped the key inadvertently and then I saw what it did. Suddenly I realized why my boat was taking so darn long to fire off a torpedo. But no more now. However, I also got to thinking that it would only make sense that the torpedo door would need to be closed for the crew to reload. So, the next time they crew reloaded, I tried and Q key and sure enough, I opened the door. So remember that the door closes for reloading. And it does NOT tell you that it is closing. I'm gonna have to slap some of my crew members around for not keeping me in the loop - such as that one dude that's supposed to tell when I pass the thermocline but he doesn't. Interesting... As the Mexicans would say: "Tu tienes huevos grandes, chico." |
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#18 |
Planesman
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Distance compounds error and affords a target time to see/hear a torpedo and take evasive action.
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Previous Kommandant U-196 - 400,317 GRT - Current Kommandant U-847 - 592,000 GRT - Monsun Gruppe 33 - Codename - Majestik - "Kommen flach! Alles ruhig! Machen umdrehungen für zwei knoten! Bis periskop!!!" |
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#19 |
Planesman
![]() Join Date: Dec 2015
Location: California
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Woodenboat - approach is everything. When I see a convoy, several miles away, I begin my set-up immediately. I try to approach at a 45 degree angle to the target, slightly ahead and I favor a starboard side attack to a port side attack if given the choice. I run surfaced at flank speed for as long as possible. Often approaching decks awash. I generally submerge at around 5,000 meters from target.
As you approach, keep adding rudder as needed to stay on an angular path to the target and keep closing up the distance. By 1,000 meters (roughly the same unit as a yard) I already have chosen my target and plotted my initial solution. On tankers, I set depth at around 10 feet. On smaller vessels and destroyers 6 feet is my depth setting. I usually attack the first two ships in the convoy, then circle around and attack the remaining ships head-on. Many would attack the last two ships first. However, I have found that by doing so, you are often out-paced by the remaining ships. Attacking the lead ships allows you to converge on an approaching target at a high rate of combined closing speed. Many will try to set up a "ladder" style approach, shooting through a convoy, at multiple targets, as it passes by. I believe this method to yield a higher percentage of misses than manuvering and engaging from 400 meters. Escorts will always come out to meet you if they detect you. My approach is the same for escorts as it is unescorted convoys only I will fire upon the lead escort from around 600 meters. If there are 4 destroyers or less, I will often sink all of them first and then prey on the unescorted vessels. If msny destroyers are present, I will then generally penetrate the convoy and hang out around a slow moving freighter and use it as a shield will attacking other ships. For example, if a destroyer is on the port side, I will cross beneath and attack targets on the freighter's starboard side and the cross back beneath it. Some of the American boats have acoustic torpedoes. If this is the case, then perhaps a rear approach on a similar bearing would give you good results. Don't be afraid of escorts. Even with TMO they can still be destroyed with relative ease. As long as you have ship's afloat, you have a way to play hide and seek with them. If you are in the open ocean, evading tactics are important to master. Depth and course changes are the key. Once contact is lost, destroyers will often go dead slow or dead stop to try and re-engage. Take advantage of a stationary escort. Approach at 1/3 and go for a broadside shot. Once they are moving, dead ahead or dead astern is a good method of killing them. Additionally, be sure to watch your stern during an attack. I have had escorts circle around while I am on approach. I have sank many with a stern tube shot into the bow. Circle around a stricken ship and be quick to attack any vessel approaching to effect a rescue. I cannot stress enough to use other ship's as cover. Never take on an escort in open water if it is not absolutely necessary. Playing peek-a-boo works..... Good luck and good hunting - U-847
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Previous Kommandant U-196 - 400,317 GRT - Current Kommandant U-847 - 592,000 GRT - Monsun Gruppe 33 - Codename - Majestik - "Kommen flach! Alles ruhig! Machen umdrehungen für zwei knoten! Bis periskop!!!" Last edited by Majestik 909; 02-02-16 at 09:41 PM. |
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#20 |
Gefallen Engel U-666
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Raptor82! & Fatbooboo!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#21 | |
Electrician's Mate
![]() Join Date: Jan 2016
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Last edited by dashyr; 02-03-16 at 10:39 AM. |
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#22 | |
Mate
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THEREFORE, looking at your 1:37m formula, let me ask if this would also work? Watching the target for 3:14m would tell us the speed without having to multiply by two - right? Or should I STILL multiply by two? So, if a target travels 1200 yards in 3 minutes and 14 seconds, he's going 12 knots. Am I correct on this? If I am correct, this means that, if I am underwater and my target is crossing my bow at 12 knots, I might just as well let him go and wait for a juicier target because I likely cannot put on enough speed to get ahead for a clean shot. In one game, I was chasing down a couple of potential targets without this knowledge. I found myself in an absolutely perfect targeting position .... FOR THEM TO SHOOT ME! It turned out to be a pair of destroyers and I did not survive. This was also before I learned to recognize between black sonar echos and blue sonar echos. You learn real fast when you're constantly getting killed. ![]() |
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#23 | |
Electrician's Mate
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(Distance traveled in 3:14) x 10 1:37 x 20 From very close range I often just go for like 38s and do X40. As a rule of thumb. The longer you wait. The more precise it is. Also when attacking convoy. BE VERY careful of your distance and speed. Escort can hear you way before they actually see you. Wich is why the most common strategy is to get ahead of them then wait close to their estimated course. Don't try to catch up on them. Plan an interception course. |
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#24 |
Electrician's Mate
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![]() This is an old video. But, it is a very good example of how to plan an attack when in an interception position. He also make use of the 3:14 technique. There is also an excellent written guide in the download section. http://www.subsim.com/radioroom/down...o=file&id=1647 This is a rather advanced guide using the ticks on the periscope. But, it is REALLY precise. Personally I play Operation Monsun fully modded. So im on a uboat and use a too called RAOBF to calculate all from a visual contact. wich look like this ![]() Looks intimidating. But I can calculate the speed/AOB/RANGE very quickly without ever using the map. The RAOBF do most calculation for you. If you prefer uboats to fleet boats. You should use this mod ASAP. It is great! The RAOBF is that weird ring device around the periscope. Last edited by dashyr; 02-03-16 at 01:18 PM. |
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#25 | |
Seaman
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I guess I am also hurrying things because I am trying to sink him in the first pass. I could stand to work on my stalking techniques, if I remember right it is a Mogami-class cruiser, so it is not like he is listening for me. That will have to be when I get some time, I will try to become comfortable in torpedo attacks before I actually try to take out the convoy.
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A collision at sea can ruin your entire day. - Thucydides |
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#26 | |
Electrician's Mate
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AOB must be understood as being at wich angle you would see you sub in relation of the bow of the ship if you were one of the poor souls of the target ship. Last edited by dashyr; 02-03-16 at 04:20 PM. |
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#27 | |
Seaman
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A collision at sea can ruin your entire day. - Thucydides |
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#28 |
Electrician's Mate
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To calculate the aob from the map its easy. Just draw the target couse then check the angle from its course to you. This is your AOB. But if you wish to be accurate from a visual only perspective. You have to use the ticks on the periscope. But thats more complex since you need to calculate the aspect ratio. But if you play with the map updates on, after taking the speed with the 1:37 method. Simply draw a line using those mark and you will have the cource.
You can hardly be more accurate than when using the map. especially with AOB. |
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#29 | |
Seaman
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A collision at sea can ruin your entire day. - Thucydides |
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#30 |
The Old Man
Join Date: May 2004
Location: Sutton Coldfield England
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My point is to ignore any harbour photo recces. The game does not penalise you and they are a waste of time. Go to a locale nearby and go sinking the darn ships.
For reality sake, try them out but success is less than about 30%. And it also depends on level of difficulty. Either way, ignore them.
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> > Captain!, there's a destroyer on the por........ periscope is flooded Sir! > Darkness is only the absence of Light; Ignorance is only the absence of knowledge © www.worldwartwo.uk www.captainwalker.uk |
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