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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sparky
![]() Join Date: Mar 2002
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I'm currently trying manual targeting. In the training mission "torpedos" i don't move. I wondered if it was possible to hit the costal merchant ships from afar. I tune in manual mode. Get the speed for one costal who is moving straight away about 45º port. I'm facing north. His speed being in that wide angle could be determined by the usual method (i have no accessories, currently dwing the gwxm, the compass is HORRIBLE, you can't nothing right at first with that, btw). Now the speed, 2kts isnt nothing spec, range is almost exactly (stable periscope is on, shame on me) 800 meters. The angle, 45º is less clear but i think the real problem is these kinds of merchant ships accelerate quickly when they detect my torpedo. How to insert that? Also when i hit F6 and try to manually change settings i get no digits whatsoever, help please. How can one manually target like this? Obviously SH3 non modded is, in my oppinion inferior to SH2 (at least in gameplay).
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"Listen, 'sir', it's real simple. Add the number of times we dive to the number of times we surface. Divide that number by two. If the result doesn't come out even, don't open the hatch" |
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#2 |
Sea Lord
![]() Join Date: Dec 2006
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Yes, they see the wake of your torp and gun their enginesn to escape. You gotta lead 'em a little more, that's all. It's like hunting doves. Lead 'em just right and you can blow 'em out of the sky...or in this case, water.
You can also sneak in a little closer. Pop a cap in their hull when you are just over 300m away. They won't be able to accelerate enough to dodge your torp then.
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"You will take on England wherever you find her ships, and you will break her power at sea." --Iron Coffins, Herbert A. Werner http://kennethmarkhoover.com |
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#3 | |
Sparky
![]() Join Date: Mar 2002
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__________________
"Listen, 'sir', it's real simple. Add the number of times we dive to the number of times we surface. Divide that number by two. If the result doesn't come out even, don't open the hatch" |
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#4 |
Sea Lord
![]() Join Date: May 2005
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AOB is simply the angle between straight ahead on the ship, and the direction to your boat; so the easiest way to work it out is to imagine yourself stood on the bridge of the ship you intend to shoot at - however far you would have to turn your head in order to see the submarine would be the AOB (i.e. if you had to look directly to the left when on the ship to see your submarine, the AOB would be 90 degrees port).
Golden Rivet put a simple and very helpful tutorial on this forum a couple of days ago on how to calculate AOB. ![]() |
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#5 |
Sparky
![]() Join Date: Mar 2002
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Thanks. I hope i can also get a new compass from the GWXM as the one shipped with the game simply put, sucks.
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"Listen, 'sir', it's real simple. Add the number of times we dive to the number of times we surface. Divide that number by two. If the result doesn't come out even, don't open the hatch" |
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#6 |
Grey Wolf
![]() Join Date: May 2006
Location: BA8758, or FN33eh for my fellow hams.
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If you want to make manual targeting in SHIII easy, go to this thread:
http://www.subsim.com/radioroom/show...highlight=whiz and download Hitman's Kriegsmarine Whiz Wheel. It makes reducing the data to input into the TDC simple.
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The U-Boat Commander of Love |
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#7 |
Sparky
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Thanks for the info, sir. On a second note, doesnt the fact one has the cpu puting down his contacts on the MAP defeats the point of having the manual targeting on?
I was testing this and i found out all i had to do, should i have the auto mapping on, was to raise the periscope (page up) press F6 and "play" with the manual settings until the green thingy is a little ahead of the target (controling range and what not directly!). At first i thought the TDC would only display what i had collected as i had manual targeting on. NOT. It would already know the distance. Speed and AoB is irrelevant as you simple "point and shoot". ![]() For reference, i'm still talking about the training mission "torpedos". It would be cool if the god's eyes want more than what you figure out of the target. It wouldnt be so unrealistic and it would spare you the work of marking every relevant position. Another complaint to the Ubi team who made such a complex and beatifull game, yet forgot to had all the instruments one needs to succeed. Thanks, comments are appreciated
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"Listen, 'sir', it's real simple. Add the number of times we dive to the number of times we surface. Divide that number by two. If the result doesn't come out even, don't open the hatch" |
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#8 | |
Bosun
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#9 |
Planesman
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AoB...that was the one thing I had trouble with...however...I did what all skippers do...use what I have available.
I thought to myself, what is angle on bow really? It's an angle...duh...do we have anything onboard that calculates angles... ...how bout the protractor! Fairly easy. Go to the nav screen, find your target ship, grab the protractor and if the ship is moving slow enough, click on the bow of the ship and go down the length of it until you reach the mid point of it, then click again and finally drag the final point to your subs position. Tada! Angle on bow! And it worked the few times I tried it. |
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#10 |
Ocean Warrior
![]() Join Date: Jun 2005
Location: Canada, eh?
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You can figure out AoB mathematically or by visual estimation.
AoB = (Target Bearing due North - Target Course) +/- 180 This works well for attacking convoys that you've observed enough to get the course down accurately. However for lone ships estimation is your best bet when you cant take good measurements of target ocurse. |
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#11 | |
Navy Dude
![]() Join Date: Mar 2007
Location: Rome, Italy
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Also you should read Wazoo's tutorial about manual targeting http://www.paulwasserman.net/SHIII/#Introduction Cheers Maraz |
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#12 |
Sea Lord
![]() Join Date: Apr 2007
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What does the torpedo track line in the TDC actually show?
In other words, where should the track lie in relation to the target you are shooting at? |
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#13 | ||
Sparky
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__________________
"Listen, 'sir', it's real simple. Add the number of times we dive to the number of times we surface. Divide that number by two. If the result doesn't come out even, don't open the hatch" |
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#14 | |
Sparky
![]() Join Date: Mar 2002
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__________________
"Listen, 'sir', it's real simple. Add the number of times we dive to the number of times we surface. Divide that number by two. If the result doesn't come out even, don't open the hatch" |
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#15 | ||
Ocean Warrior
![]() Join Date: Jun 2005
Location: Canada, eh?
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And as for your "last" complaint, if you are referring to a lack of a clear indicator of your own ship's course there are a few ways around this. Firstly you can go into your periscope or Uzo and point the reticle at 0 and press the '=' key. This will tell your engineer to change course to exactly the same one you're already on. You will then be informed of the course you're on. The 2nd way, and a much nicer one, is to use the larger slide out dials mod. This version which I have on my filefront page contains Integrated Orders, the slideout dials, and a slideout TDC all in one package. Its made for GWX 1.02 but I haven't encountered any issues so far. This one is a similar mod but without integrated orders and made for GWX 1.03. However I prefer the other dials in the first link. But try them both. The jumbo compass is a lifesaver. http://www.subsim.com/radioroom/show...ght=simfeeling |
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