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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Nub
![]() Join Date: Sep 2023
Location: Bay Area, CA
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Hello, frens!
I have some experience with military sims (mainly flight sims), but I'm new to Silent Hunter (and sub sims in general). As such, I've a few questions regarding realism, if you'll indulge me. SH3 + Onealex mod. Out-of-the-box settings, except that I turned off crew fatigue -- not a captain's job, imo, and not something that interests me from a simulation perspective. 1) Regarding the map view (F5)... Would there have been officers or POs in the control center constantly updating the position of enemy ships on the navigation map? Would I, as captain, have been able to visualize a ship's movement imposed upon the map... if not to the same real-time extent as the game portrays? 2) How accurate was the range estimate from the hydrophone operator? In the game, you can use the hydrophone contact vector to fairly accurately determine the range. Was that possible? 3) How does the community feel about using the F5 map for plotting a targeting solution? Do "real kaleuns" solely use periscope target recognition and speed/range determination, aided by clues from the hydrophone operator? Regardless, I've very much enjoyed my time with the game so far! Currently in December 1939, having started a 1st flotilla career based in Kiel. 26,000 tons sunk after five patrols... and quite a lot of malfunctioning torpedoes! All the more satifsying when they DO find their targets. :p |
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#2 | |||
Grey Wolf
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Silent Hunter series provides no middle ground. Map contacts on provides way more information at a glance than any real commander could dream of, and map contacts off falls short as well as you are almost entirely dependent on what you yourself can see/gather. In real life, data gathering was normally a team effort - a target would be followed on a parallel course at max range for a time and its speed and course matched (called “Ausdampfen”), or the data was determined by plotting. The officers had a little pow-wow and agreed on the course and speed, and these were documented in the KTB. At the time of the shot, the data was then confirmed by estimation. This is how SH targeting falls short - either you “have it all”, or you are forced to be on your own. That said, I personally play no map contacts, as I find using the historical data gathering methods (matching, plotting, estimating) to be a big part of my enjoyment.
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Ask me anything about the Type VII or IX! One-Stop Targeting Shop: https://drive.google.com/drive/folde...WwBt-1vjW28JbO My YT Channel: https://www.youtube.com/channel/UCIJ...9FXbD3S2kgwdPQ |
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#3 |
中国水兵
![]() ![]() Join Date: Jun 2020
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Excellent post. "Silent Hunter series provides no middle ground." That's the problem in a nutshell. With manual targeting you tend to be very busy doing several people's jobs, but if you let the AI do things for you it does them much too well.
In particular without radar it was very difficult in real life to calculate range to target - whether by hydrophone, periscope, Uzo or naked eye. Using the mast height or ship length for range was not very practical when there was such a vast number of merchant ship types. Historically there were a number of clever methods of deriving a target solution without having to directly measure range to target accurately. Can I recommend Tonci87's excellent series on "U-tube"? https://www.youtube.com/playlist?lis...Ig-rUT4Z3fOPPS He really makes an effort to use realistic attack methods. I think he still goes a bit far in drawing super-accurate lines on the plot, but it's really up to you how you choose to play. |
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#4 |
Grey Wolf
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You are spot on! Not to mention that as long as the gyro angle is low, say within 30° of your bow, range hardly matters to the computation of lead angle. It’s only when the gyro angle gets large, especially at close range, that accurate range input into the TDC makes a big difference, due to parallax. Hence why it is always best to minimize the gyro angle to the extent possible, to eliminate one potential source of error. Then you can get away with ballparking it, as was typical in real life, estimating the length of the target and gauging range by how much it filled the optics when close to a 90 AOB. Lots of mentions of this in KTBs.
I always recommend people play with the TDC to see these impacts. Move the bearing so that the gyro angle is low, and then turn the range knob through its entire throw and watch the gyro angle - it will hardly change. Now do the same thing, except move the bearing so that the gyro angle is very large. When you turn the range knob, the gyro angle now changes significantly.
__________________
Ask me anything about the Type VII or IX! One-Stop Targeting Shop: https://drive.google.com/drive/folde...WwBt-1vjW28JbO My YT Channel: https://www.youtube.com/channel/UCIJ...9FXbD3S2kgwdPQ |
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#5 |
Gefallen Engel U-666
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kaleidemiller!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#6 |
Admiral
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This game is absolutely great for trial and error. Try out some weird angle shots and see what happens. Keep trying and learning!
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[SIGPIC][/SIGPIC] BSTANKO6'S SH5 NAVAL ACADEMY http://www.youtube.com/channel/UCPbe...W2NArCA/videos DISCORD https://discord.gg/6tFeTSUmVc |
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#7 |
Ocean Warrior
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In terms of plotting a very good in between is the Assisted Plotting Mod.
https://www.subsim.com/radioroom/dow...o=file&id=1328 But don't get caught up too much in the pursuit of "realism". It's just a video game and there are many glaring errors and omissions still in it.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() Last edited by John Pancoast; 10-01-23 at 05:01 AM. |
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#8 |
Nub
![]() Join Date: Sep 2023
Location: Bay Area, CA
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Thank you all so much for the warm welcome vis-a-vis these great responses -- very helpful, and confirming of my suspicions.
I have indeed been watching the excellent Tonci87 videos on YT. In fact, I would attribute my small successes thus far almost entirely to both him and to Wolfpack345, whose videos are also excellent, if somewhat less "realistic" given his greater use of the in-game navigation map. My attacks to date have been more like Wolfpack's -- more dependent on information derived from the map. He often uses the U-Jagd as well, which I don't believe is available in the OneAlex mod that I'm using? To clarify somewhat, I'm not really striving for "absolute realism" in what is, after all, a "computer game." I guess I'm more curious about how _you_ approach the game, and how _you_ strike a balance between realism and fun. And, of course, I'm also trying to understand what truly was realistic (being a newcomer to this aspect of WW2-era combat), so that I can make informed decisions on how to approach the game myself. Anyway, thanks again! I've enjoyed my time thus far with the Type II, but, I'll admit, I'm looking forward to a Type VII upgrade. :p |
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#9 |
Nub
![]() Join Date: Sep 2023
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#10 |
中国水兵
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I'm told by others on this forum that the Ujagd was not a uboat thing. It seems to be disappearing from recent supermods. However the basic technique of timing the target past a fixed point to get speed is valid. You really need to be more or less stationary or, at a pinch, moving directly towards the target to get a good answer.
To do the calculation you can either use one of the tools provided by various mods or simply double the target length in metres and divide by the time to pass a fixed point in seconds. This gives speed in knots since 1 knot=0.52m/s. When sober I can do the division to the nearest knot in my head. ![]() Of course in real life it was unlikely you would know the target length as there were too many different ship types. ![]() |
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#11 | |
Ocean Warrior
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But I can't recall exactly. Anyone else?
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#12 |
中国水兵
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The "stabilized azimuth line" on the periscope was indeed used for speed estimation.
http://www.tvre.org/en/stabilized-azimuth-line Of course SH3 doesn't have this, but as the boat keeps an unrealistic very steady course the basic periscope markings can do the job provided you don't move the periscope and steer straight. The site linked above gives you a lot more information than you would ever want about historical procedures! Someone put a LOT of effort in! |
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#13 | |
Sea Lord
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of course it remains a game... but in this mod the feeling is very well conveyed... ![]() Negative buoyant..No Ujag.. No point.. no map attack.. no update cible... in Mod 4.4 NYGM Enhanced Hardcore « Steel Coffins edition » Thank" s for documentation it' s interessant Last edited by Kal_Maximus_U669; 10-01-23 at 07:01 PM. |
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#14 | |
Ocean Warrior
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And yes, I've had that site bookmarked for many years.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#15 |
Grey Wolf
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Stopping the boat underwater in real life near the enemy at periscope depth is a recipe for disaster. A U-boat needed momentum for effective depthkeeping. The exception is the trick of “hanging the boat by the scope”, which was more of a parlor trick, if anything, and possible only in very calm seas. Certainly not something to risk near the enemy.
Correct on U-Jagd. “U-Jagd” means ASW in German. This watch was for timing closure rates for attacking a submerged sub with depth charges. I happened on the MDv for U-Jäger vessels a couple years ago and the watch’s use is fairly well described there.
__________________
Ask me anything about the Type VII or IX! One-Stop Targeting Shop: https://drive.google.com/drive/folde...WwBt-1vjW28JbO My YT Channel: https://www.youtube.com/channel/UCIJ...9FXbD3S2kgwdPQ |
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