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Old 05-30-16, 10:12 AM   #1
Vince82
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SHO Intercepting contacts and the fast 90 method

Edit:

Let me post something that is usefull:

When you get a contact report and want to sink it using manual targetting you could use this guide as a reference:

http://www.subsim.com/radioroom/showthread.php?t=88961


Hydrophone intercepting method without using any map tools:

When the contact comes closer you have to listen to the bearing change and adjust your own course/speed accordingly until the contact bearing stays the same.

Sometimes the contact is out of reach and you won't get a new contact for week. That's unfortunate, but those things happen.

Now you can play at a 100% realism. Gute Jagd

Last edited by Vince82; 06-09-16 at 12:46 AM. Reason: Adding something that is usefull to new skippers
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Old 06-16-16, 07:18 PM   #2
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Default Deck gun usage

I wanted to add this for the aspect of reality. I wrote this awhile ago and it is based in the U-Boot Commanders guide book.

http://www.subsim.com/radioroom/show...51&postcount=1
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Old 06-16-16, 10:18 PM   #3
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Vince82, thank you for sharing. This is the thread to share your manual targeting tips. That goes for everyone.
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Old 06-17-16, 03:44 PM   #4
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A quick manual targeting tip for those of you wanting to learn, but don't know where to start:

SPEED

The most important piece of information you need to successfully time your torp with your target.

You always identify your target first so it will never be step 1. It should be an automatic process.

1) place the vertical crosshair of you periscope/UZO just in front of the target.
2) as the target touches the crosshair, start your chronometer.
3) when the targets stern passes your crosshair, stop the chronometer.
4) use this formula: Length of target / Time it took to pass crosshair X 1.852(1knot in meters).

That is your target speed! It is best to be at a full stop to do this.

If there any questions, comments, concerns, just let me know.
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Old 06-20-16, 12:22 AM   #5
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Great stuff!
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Old 06-20-16, 02:02 AM   #6
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Manual targeting tip.

When using the protractor to mark a ships bearing from your u-boot, and the bearing happens to be anywhere on your port side...

Take 360 and minus the degrees your binocular shows to give you your bearing!

Ex.

A ship is bearing 270 degrees your watch officer says.

360 - 270 = 90 deg.

So set one leg of your protractor to 0 deg, and the other 90 deg on the port side of your u-boot symbol on the nav map. This is 270 deg!

Would you like to learn more? Click on my signature or send a PM.
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Old 06-23-16, 02:57 PM   #7
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AOB Disc

Some of us use this, and some of us don't.

If you are like me, you love this disc. It gives a lot of information in a small amount of time. But this disc has some cons that you must be aware of:

The AOB disc was meant to give you the AOB at that exact moment in time you get it.

What I mean: The target is moving, the ocean is moving, and if you are moving, then that is three variables that affect this reading.

The AOB disc should be used at a dead stop, no movement on your part. And as a rule, I will use the disc at least a few times before attack to get an exact reading. The best scenario is that you use the disc at a dead stop moments before the attack!

If you would like to know more about manual targeting, PM me or click on my signature!

Good luck.
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Last edited by bstanko6; 01-25-19 at 10:26 PM.
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Old 06-25-16, 08:31 PM   #8
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VISUAL AOB READING

To really get into manual targeting, the first thing you should practice, is identifying a ships AOB on sight.

This can be done in port as you exit or enter just to practice.

The first thing everyone here should know is what "0 AOB" looks like. It is the bow of a ship pointing directly at you. Completely symmetrical as if the ship is trying to hit you.

"180 AOB" is the opposite of 0 AOB. The stern if the ship is facing you symmetrically, as if the ship is trying to escape you.

"90 AOB" green (port) or red (starboard) is the ship's port or starboard side facing you. Not just facing you but absolutely no angles exposed. For example, look at the ships bridge. Do you see the angles of the front or rear of the bridge? Then it is not 90 degrees. You should only see the left or right side of the bridge only. You should see a flat image of the side of the ship like in the recognition manual.

"45 AOB" is a complete split of the ship from 0 AOB and 90 AOB. This is the ship coming at you with even angles on all sides. You should not see the masts of the ship touching each other. The corner of the bridge is even from left to right.

"135 AOB" is a complete mirror image of 45 AOB. The only difference is the ship is leaving you.

This is something you should practice often while on patrol. You should be able to recognize these AOB on sight. It will make your life easier when plotting your attack.

If you have any questions or concerns, just PM me of click on my signature!

Happy hunting!
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Old 06-26-16, 03:41 PM   #9
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Default Increase hit changes by firing at overlapping targets

This is sometimes usefull to increase hit changes against multiple ships. It's an actual real life WWII targeting method:

Fire two torpedos were both ships overlap. Don't fire exactly at the same spot, because when a part of a ship is destroyed it won't take additional damage in Sh3. Fire a third torpedo at the bow of the first ship and a fourth torpedo at the stern of the second ship.

When done right (gyroangle close to 0) this should usually result in 3 hits.

Last edited by Vince82; 06-27-16 at 03:53 PM.
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Old 06-26-16, 04:27 PM   #10
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Good point Vince!
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Old 06-27-16, 04:04 PM   #11
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Just trying to help out.
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Old 06-29-16, 03:49 PM   #12
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33 DEGREE ANGLE SHOT

So you have gotten good at the 90 deg set up shot! Good, if you are attacking single ships. But what about convoys? Shooting at odd angles are no different in set up as a 90 deg shot, you just have to set up for it.

Convoys travel in columns, and there is a reason for that... to make high priority targets harder to sink!

Tankers, ammo ships, and troop ships are going to be in the middle columns, and a 90 deg shot will certainly hit the smaller, less critical cargo ships before you will get to the good targets.

The main difference in a 33 deg shot versus the 90 deg, is setting up far ahead of the convoy, to allow you to set up a zero gyro angle, and still be close enough for your to make the shot. It's called timing.

1) Determine your target course and speed. Get ahead far enough to flank in close on the surface and turn in 33 deg into their course. You need to get close enough and far ahead enough to set the 0 zero gyro angle before the target crosses it.

2) Set your U-boat to a 33 deg attack course, pending the target's course, and lead into the convoy. Always check the AOB on your target, adjusting your course to a 33 deg attack angle doesn't mean the target is 33 deg. Always check.

3) Keep your periscope set to 0 deg, click the TDC lock button (shows red) and set your TDC AOB to 33 deg (port or starboard). The idea is to set up a 0 gyro angle. Make sure your TDC lock button is on (shows green) after set up.

5) Now that the TDC is set, along with target speed, range, and such, you should be able to move your periscope around to find the 0 gyro angle, and now you wait.

6) Always use periscope discipline! Keep it down as long as possible and as low in the water as possible! Your target should always be washed out by waves every so often. At this angle you are moving into the convoy, so escorts are going to get close to you. Use silent running and be sure your motor RPM's are no more than 50 as the escorts get close. Stop motors if you have to.

7) When your target crosses the 0 angle, fire and enjoy the show!

Remember!!! Always double, triple check your work. You may have to recheck target course, AOB, range, and speed, to ensure your kill. Being at a dead stop is always recommended for your calculations as it is most accurate, so it is important to set your boat far up ahead, and close enough for the attack.

Do you have questions? Concerns? Just PM me or click my signature!
Happy Hunting!
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Last edited by bstanko6; 06-29-16 at 11:30 PM.
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Old 07-01-16, 12:27 PM   #13
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The BIG 3 when prepping to attack a convoy:

1) Location estimation - you get a radio contact, you get limited information about it, and now you must estimate where it will be at a point in time. You must know how to mark your nav map in order to estimate where this target will be and make first contact.

2) Interception - you found your target. You now have to update your location estimation, and plot an intercept course. Finding a target, or even attacking it is meaningless unless you can set up your boat in a proper manner. This may mean leaving visual range in order to get there.

3) Attack - we all know the attack. We just need to get better at the setup.

Would you like to know more? PM me or click on my signature!
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Old 07-04-16, 07:01 PM   #14
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Attack map use in 100% realism

If you are new to 100% realism, you must take note:
The attack map is rendered useless. This map is mainly used by your weapons officer for plotting and planning. It gives hydrophone bearings, and visual markers in real time.

Once you cross over to the dark side of manual targeting, YOU become the weapons officer and must use the nav map to plot your solutions and such. This can be overwhelming at first, but it becomes second nature with frequent use.

Would you like to learn more? PM me if click my signature.

Happy hunting!
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Old 07-11-16, 10:39 PM   #15
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The 3 ways to detect a target and how to handle it

1) Visual contact - easy - you run across this target along your travels. Begin a "3 bearing track" on it and you should be fine.

2) Radio contact - moderate - a radio contact comes in, your nav map is marked with the general direction and speed of your target. You have the task of plotting an intercept course. The radio contact is 100% accurate at the moment it comes in, but over time, the target can change course and speed. Plot well!

3) Hydrophone - hard - this is the hardest method in tracking a target. If you were like me when this game first came out, you hardly used the hydrophone suite. If you don't get practice in this area, you will find it difficult to stay alive in the later half of the war.

You should have enough experience in hydrophone to be able to determine a few things; whether the sound you hear is a merchant or warship. If the propellor is turning fast, medium, or slow. Finally, you should determine if the target is getting closer or farther away.

Also a tip, your sonar man cannot hear past 20km. You, the player, can hear ships as far as 34km. This was intended by the developers to force the player into the hydrophone suite.

If you have any questions or would like to know how to track a target, PM me or click on my signature.
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Last edited by bstanko6; 07-11-16 at 11:25 PM.
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