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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: Jun 2022
Posts: 3
Downloads: 46
Uploads: 0
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Hello everyone,
I've been playing Subsims for a while now but always with map contacts and taking all the measurements from the map, so always being so accurate with my calculations meant all my torpedoes hit. I, now, find myself trying to up my game and I am playing the RealModSoup without map contacts and external camera. I've checked all the youtube videos from the Berbster tutorial megapage but when trying to put it to use my fish always end up short or long or even don't head for the target at all, I still haven't managed to fully utilize the american tdc. I also find myself struggling to make accurate sonar positions due to my readings being so different from one another (I normally take 3 and they tend to differ by up to 1000 yards). Any pointers or tips to try and fix all these issues? Many thanks! |
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#2 |
Gefallen Engel U-666
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Yuriala12!
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__________________
"Only two things are infinite; The Universe and human squirrelyness?!! |
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#3 | |
Navy Seal
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Welcome to the world of realistic targeting (I love it personally). I remember first time I ran a patrol without map contacts or external view, on full realism with manual targeting etc, still my favorite way to patrol, even though it makes the tracking, targeting aspect more difficult on player than it was an actual skipper in the sense they had a plotting team, trained people radar, sonar, etc. First is it depends on the mod setup (if any) you are running or if are running stock. The stadimeter in periscope was notoriously FUBAR and some mods finally fixed it. I run TMO with my update primarily, stadimeter is accurate but not perfect, which I like as it was not perfect in real life either. Class Periscope Attack: I take an observation, then after one minute take another. I also plot it on the map. So if target is at bearing 320 (relative), I mark it on map, at one minute I mark it, also take a stad reading, get the speed. Say they tell you speed is 9 knots and you noted target moved 300 yards by your plot, then target speed is indeed 9 knots. Check again at 3 minutes, your plot should show 9 knots. 300 yards per minute x 3 minute 900 yards i.e. 9 knots speed. Can get tricky at times. I take into account sound information and in TMO if in Gato/Balao/Tambor/Tench/Gar, have the 3D TDC and Radar Range Unit mod incorporated and can help. Now, it really is important for you to learn the TDC, it is a great tool in the sim modeled after US TDC, especially the Position Keeper (PK). This saves you a lot of trouble. Practice sighting Angles on the BOW (AOB). Sounds like you misses are caused by non updated final bearing and speed errors combined. Either too fast or too slow and your firing bearing is off. giving bad range, bearing, and speed readings. Speed errors likey caused by bad stad readings. Also make sure you are firing from close range in daylight, 1000 yards or less is ideal for submerged daylight attacks. 1. Estimate speed based on sound, visual, pacing etc. Say 10 knots, turn TDC dial, send to TDC 2. Guess initial AOB, send to TDC 3. Range estimate and bearing, send to TDC. Activate PK. Watch the dials a the target closes, they update when PK is on. 4. Plot target on map to get better idea of speed if necessary. 5. When target in practical range, input updated AOB, range, and bearing. Send to TDC. 6. Target in range, use stadimeter as explained above. Plot on map also. Send to TDC. 7. All checks out, no changes in target info. Ready torpedoes, open out doors, set appropriate depth for torpedoes. 8. I typically fire (as Richard O Kane of Tang did) each torpedo as an individual shot vs using the spread knob, although learning to use it for longer range shots that are necessary at times (especially later in the war) is something one should do. So, large merchant worth three torpedoes. Ready to fire, say ideal range of 1000 yards, bearing 000 ahead, 90 AOB. I raise scope just to where it breaks water place on center stack and send bearing to TDC, then fire, move crosshairs in attack periscope/TBT (if surfaced) to the forward mast, send bearing and fire. Move crosshairs to the aft mast, send new bearing, fire. Now, three torpedoes on the way. Drop scope, 10 seconds before first torpedo due to impact, raise scope. Even if the wakes spotted, odds are typical merchant will take one or two hits, if well executed, three hits. This spread covers fire control errors, evasive maneuvers etc. Frankly, it takes a lot of practice, which is why I have focused in adding torpedo fire control drills into the new construction and training missions in my mod for TMO, so players have some experience and your crews experience does affect how well they perform on patrol which I don't think a lot of people realize. I've managed to apply a lot of real world tactics US submariners used in WW II in this sim and this method is one of them. Just don't give up. Hope this helps. Last edited by Bubblehead1980; 03-18-25 at 04:55 PM. |
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#4 |
Nub
![]() Join Date: Jun 2022
Posts: 3
Downloads: 46
Uploads: 0
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I will try all that, thanks for the response! First I will have to find some contacts tho, I am on ROTFS at the beginning of the war and the traffic is scarce
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