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Old 05-10-10, 10:25 PM   #1
clayp
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I'm really dumb!!!!!!!!!

I have a cofession to make...As long as I have been around here I still dont know how to do things the real way..... How is the best way to learn and in what order should I try to learn?
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Old 05-10-10, 11:25 PM   #2
magic452
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Howdy clay ol' buddy.

Well there is no real way to play, everybody likes it a different way.
I tried the 100% thing for a time but didn't enjoy it all that much, so I made it a little easier. Mostly it depends on what you want out of the game.

What set up are you running now, TMO, RSRD, etc. that's a start.
What areas are you interested in improving, patrolling, tracking, convoy approach or torpedo attacks?

For my money the best learning tool is to go on a single mission such as Hellcat and forget about completing any objectives but just try different things to see what you want to do.

When you get a situation where you want to improve just post and there are dozens of guys that will help you out.

If you have a specific question I'll do what I can to help or at least tell you how I handle a situation.

Magic
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Old 05-10-10, 11:45 PM   #3
clayp
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Quote:
Originally Posted by magic452 View Post
Howdy clay ol' buddy.

Well there is no real way to play, everybody likes it a different way.
I tried the 100% thing for a time but didn't enjoy it all that much, so I made it a little easier. Mostly it depends on what you want out of the game.

What set up are you running now, TMO, RSRD, etc. that's a start.
What areas are you interested in improving, patrolling, tracking, convoy approach or torpedo attacks?

For my money the best learning tool is to go on a single mission such as Hellcat and forget about completing any objectives but just try different things to see what you want to do.

Magic , I need to learn it all,Locateing,tracking torpeado attacks..I'm running RFB,a very hacked up verison with a ton of my own stuff.

RFB_v1.4S
Living breathing Ocean VS_3 with new lighting and reflection work
Addon for Reflections On The Water
ROW Sound Effect v_9
Clayp's Optics for RFB 1.4
GreenLamp
METAL_HUD_KIT_GRAYBARS
MHMSC-MetalHUD-workaround
20mm Oerlikon Gun Sight Mod by Krishna
Brighter torpedo wakes
GATO BLACK HI-RES V1.0
Improved Night Visibility Mod Stage 1
Radio Message Mod
Remove grain effect
Webster's Better Waterline Colors for v1.4 and v1.5
AI Sen Toku
Extra ASW ships for Japan
Myoko & Smaill seaplane tender
Webster's Eliminate Floating Plankton for v1.4 and v1.5
Webster's Faster TC Near Land for v1.4 and v1.5
Webster's Reduced Radio Traffic for v1.4 & v1.5
Webster's Selected New Sounds for v1.4 & v1.5
Webster's Ship Manuvering Fix for v1.4 and v1.5
Webster's Smaller Rain v2
Webster's Sub Draft Fix for v1.4 & v1.5
Webster's Underwater Visability Mod for v1.4 & v1.5


When you get a situation where you want to improve just post and there are dozens of guys that will help you out.

If you have a specific question I'll do what I can to help or at least tell you how I handle a situation.

Magic
:d amn:
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Old 05-11-10, 12:48 AM   #4
magic452
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That's quit a mods list but the only things that change game play are RFB and Webster's Ship Maneuvering Fix. Also you're playing v1.4 I'm using TMO in v1.5 but the basics are the same.

Patrolling and locating targets. It depends on what year you're playing.

Once you get to a patrol area, check the shipping lane map to find a likely spot in the shipping lane, a choke point or a port.

Patrol at 10 knots on the surface at all times unless a plane forces you down. Come back up as soon as you can. Air search radar is your best friend.

If you do not have radar, set up a scratched out Z pattern, each leg about one hour at 10 knots as you get near the end of each leg do a manual sonar sweep.
Go to the sonar station and click in the dial on the right, click on a bearing and the sonar will sweep to that point, just work your way around 45° at a time. When the green light comes on you have a contact. You can use the mouse wheel to zero in on the contact.
Turn your boat towards the contact bearing and close at high speed.

If you have map contacts on you will soon see a bearing line on the nav. map. If you do not have map contacts on I would suggest you turn them on for a time.

If you have radar set up a similar Z pattern but stretch it out more.
The contacts will show up on the nav map.

Use the three minute rule to get course and speed. Zoom in on the contact and you will see it jump every so often, 30 seconds for sonar, 20 sec. for radar. When it jumps start the clock and mark the position, wait 3 minutes and mark the new position. measure the distance between marks and that will give you speed. 100 yards = one knot, 500 ys. = 5 kt. and 1000 yd. =10 kt, etc. Do this 3 times and you will also get a very good course as well by drawing a line through all the marks.

More to follow Magic
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Old 05-11-10, 01:32 AM   #5
magic452
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Intercepting: The most important part of the game.
Once you have course and speed extend the course line out about 20 miles and plot a intercept point somewhere on that line. In TMO the contact will change course about every 20 miles, don't know about RFB. You don't know how long they have held their present course so they may change at any time.
If you can't get there in time trail the contact to see where it changes course and go from there. Keep them at about 12+ miles to be safe. Flank speed is most useful here.

Fast moving task forces or troop ships are a different thing, you just have to go with what ever you can, you'll only get one shot at them.
Convoys and singles you can set up a good ambush on your terms.

You need to get well ahead of the target so you have time to get into a good firing position undetected, depending on conditions about 8 or so miles. Go to periscope depth and let them come to you. Set up your boat as you wait, set torpedoes to high speed, contact or influence, set depth at about 15 feet, can change later if necessary. OPEN the outer doors.

More to follow Magic
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Old 05-11-10, 02:26 AM   #6
magic452
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The attack:

What happens here is very dependent on several factors.
Type of target; single, escorted convoy or task force.

Conditions; day or night, good weather or bad.

Type of firing solution; Auto targeting, TDC/PK, vector analysis, Dick O'Kane, etc.

These are the factors you must consider when you plan your intercept and set up. Always try to get as much advantage as you can, night, bad weather, etc. If the weather is good I'll trail the convoy till dark.

Single ships just set up about 800 to 1000 yards off the target course at about 80 to 90 °. Shoot about 12° before the target gets to your 0° bearing, right in front of your boat.

For convoys and TFs it depends entirely on conditions and what type of targets. I approach at about 60 to 70° from their course and most often if it's a high value target I use vector analysis attack from about 2800 or more yards. Keeps me clear of the flanking DD. I don't like DDs or depth charges. Once you get the hang of a vector shot you seldom miss.

With radar and vector analysis it's almost too easy, lately I've been using the TDC more.


The TDC/PK is the most realistic, Vector analysis/ O'Kane the most accurate.

Hope all this helps, if not just ask away I'll be glad to help and so will many others.

Magic
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Old 05-10-10, 11:30 PM   #7
kylania
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This thread is a great place to start learning manual targeting:

http://www.subsim.com/radioroom/showthread.php?t=146795
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