Not only is it really satisfying doing it manually but it's a huge part of the gameplay loop. You will find you get more playtime out of the game than if you just have it all done automatically. You just need to find the balance of manual and automation that makes it fun for you. Because you will lose out on a lot of playability if you're just getting frustrated
hehe love it when smaller channels pop up in my feed, always feels alot more genuine! also great tutorial im definitely someone he hasn't really dived in manual targeting so this is pretty helpful for me! thank you!
I quite like the 3.15 min rule. you basically mark the target at start location. wait 3 mins and 15 sec and mark it at the end. the distance in meters/100 is the speed so 700m = 7knots and you also get a pretty good heading estimate from that too. maybe do it 3 times to get a better read, but this means you can travel along with the target marking points as you go and don't have to be 90 deg to target. still need to ID it to get the range though.
That's a good one. On a related note, I forgot to mention that a 30 knot torpedo travels about one kilometer per minute. Useful for timing multiple hits.
@@dukas54 Well uboat seems to use a number of annoying distance measures at once (what the hell is a chain?) so maybe measure with the ruler tool as i think that's in meters. and you can switch measurement systems in the games config screen. If you don't want that then maybe use google to search for a relevant converter eg 0.5nm is 926m
@@dukas54 Sorry if i'm spamming not sure if my reply made it or not. Basucally it works for me but i've got my game settings to mixed km/knots so in that mode i can use the ruler tool to measure in meters. the default chain doesn't mean much to me but you can google a converter to find nm to m (1nm is 1852m)
I don't even know what the game looks like without meters. If it gives you yards instead, you could calculate a similar trick, especially since 1 nautical mile is almost exactly 2000 yards
Wow, great explanation, calm and meaningful. And all that from a new, growing channel. I didn't realize you have such small amount of subscribers, sir. In this case please have a comment for the sake of the algorithm. I hope more people will find you in their feed, as I just did. It's not often that I watch a 30 minute long video with a full interest for the whole duration of it. Very nice job.
@@fiftyfour5454 exactly 😅 Btw g you're interested there's an old video by Don de Courcelle, in silent hunter 5 about how to synchronize torpedo attacks so that they all detonate at the same time when attacking multiple targets. It's silent hunter 5 but the principle should transfer to uboat.
Nice video! I was getting frustrated watching other u-boat tutorials to find that they tend to either gloss over the details or basically cheat and calculate everything using the map tools. Good work keeping it comprehensible while also getting into some of the theory and math.
I followed every step the first time after watching this video, was feeling very confident until the torpedo flew in the opposite direction of the freighter. I had a save just before intercepting so i could practice. A few times doing this i realized that if you had an officer doing the TDC instead of yourself then you had to push the little button to relay the information to him so he could input it 😅 i felt so stupid. I ended up sinking 18000 tons that patrol after i figured it out lol
I have 200 hours and just started a new game with manual targeting and missed like 8 shots in a row last patrol… it was from not hitting the command button lol but I also never knew how to calculate angle on bow. This video is fantastic, even seasoned skippers can learn from it.
This is very well done, a nice tight explanatory compilation of the targeting systems and methods in Uboat.... ...which illustrated my absolute, desolate stupidity when it comes to anything mathematical. I slept through math class (except when the teacher hit me with a piece of chalk thrown like a major league relief pitcher), was nearly catatonic in geometry and trig, comatose in arrays, and a drooling vegetable in calculus. So, for me, Uboat shall always be played in the Entertaining mode. Because I prefer to stay awake and conscious while playing a game. But, thanks for doing this excellent video. It helped me realize that I really don't know what I don't know. 😋
Nice. But this is what I've been trying to explain to the Silent Hunter types since the beginning; UBOAT is for more people than just the hardcore sim audience, because it can be played in many different ways.
My favorite move because drawing the trajectory from stadimeter measurements at a safe distance incurs significant error and is highly dependent on navigation accuracy, so estimating angle on bow is accurately is hence difficult, I like to first measure speed as a conserved quantity and then put my boat down offset from the target's future position. Tracking the target with the periscope, once the angle on bow is exactly 90°, symmetric parts on the target align, so I swiftly set the angle on bow to 90° and measure the distance with the stadimeter, and los! Worked like a charm the first time. No need for the map.
If you want an accurate AoB using the map tools, I find the bearing tool to be the best. With the bearing tool selected, first click on the target, then click on your uboat. If the AoB is right, it directly gives the correct value. If the AoB is left, just subtract the value from 360.
That's a good point; clicking on a vessel displays its relative bearings. But again, that is only if you have contacts visualization on and are willing to use information you shouldn't have.
There is also apparently an up to 20% error factored into the game given the variety of differences within each class. Sweet video- appreciate the additional options!
I believe fixed wire method was not being used because it was not reliable in choppy seas. In the game, the periscope and UZO is stabilized unlike the real life. So measuring with this method was unreliable. There is a mod in workshop that makes the periscope and UZO welded to boat. So if you want more immersion you can try this mod but it is not savegame compatible. Other than that, I recently found your channel and really enjoyed your videos. Keep it up man you make original content unlike others.
Yep. One source out there says the fixed wire was useful as a double check in certain circumstances, but not as the primary method for determining speed. Also, thanks.
11:11 - just draw a line for a future position of the target's course and measure the angle from the sub to the target to the future position. No need to subtract anything from 180
@@fiftyfour5454 What he said is that, with the lines drawn at 11:11, you can draw a line from old ship position to new one and then measure the angle he says and get the number directly. You are measuring the complementary angle, hence the need for subtracting from 180. No cheating, just simple trigonometry.
@luisromero6434 I see. It's been too long since I watched my own video. The advantage of subtracting, though, is that you don't have to open the map if you've set yourself up perpendicular or parallel. Just a little mental math and you're there. But of course there are many ways to skin a cat.
I wish there would be a decimal point in the distances on the map bearing tool when using knots and nm. A km is already smaller then a nm, but then you need to work in whole numbers, this kills all accuracy when trying to work out a ship's speed and bearing.
I am terrible at this game but somehow still enjoy it haha. No matter if I let AI control the targeting or if I very carefully use manual solutions…. I still always miss just ahead or just behind moving enemy ships. I can sink them when they are sitting still in the harbor though! lol
I really don't think I can do any better. I only did that for demonstration purposes, as it was a historical method, but in the game it just isn't practical. It is basically just trigonometry, where you use the expected length of the ship (in degrees, confusingly) as the hypotenuse, the observed length as the opposite leg, and solve for the angle, which is the angle on bow.
Either plotting and timing their movement on the map or looking more into the historical methods based on bearing change and trigonometry (again, tvre.org is your friend)
if you have the course it easy to work out speed and AoB with a little simple math and then you set up your attack preferably crossing the T ahead of the ship and plot your firing solution
i keep missing but i dont know why my, angle is perfect i use the range with the markers bc in waves i get different results and the speed should be also right but every shot is too short and i have no idea what im doimg wrong
I think something is off with my game settings because when I try to measure in the velocity my periscope stays locked on so I can't actually measure the speed
You are "locked" onto the ship. Once you start your timer it seems like your periscope holds still and allows the enemy ship to pass through. When I lock onto the ship, place my vertical line to the front of the ship and hit the stopwatch, my periscope just tracks the front of the ship and doesn't stay still to allow the ship to pass through the line. How did you get the ship to pass through the line while you are "locked" to the ship? I'm doing something wrong with the controls no doubt...
You might be using the stopwatch tool in the top right; Clicking on the button next to "velocity" on the bottom of the screen unlocks the periscope and pulls out the stopwatch that is specifically for the fixed wire method. It also does the math for you. It's also possible that you're looking at a stationary ship, or that you've encountered a bug I haven't seen.
@@fiftyfour5454 yeah unfortunately I had to restart my campaign and I set the stabilization setting to "enabled" instead of "partial stabilization" and I no longer have the issue.
Nice video about historic versions and methods but it hets a little confusing as you explain the current gameplay with mods(quite usefull but break the saves on patches). A shorter Guide on how to Manual TDC on Vanilla would be great.
This ain't 100% realism, 100% includes no scope stability and darker night, try getting your information when you cant even see the ship, and no scope stability or lock.
I never claimed it was. The beauty of UBOAT is that it can be played in many different ways and at many different levels of realism. My intent here was to straddle as many of those playstyles as possible, but personally I think I prefer about 70% on the realism scale.
@@justinchamberlain8913 No, I have not, but I could perhaps be convinced to try it with FPP only and everything. But I don't think that will ever be my preferred way to play.
I bought the game. Ive not played it since 2020. I love Silent Hunter 5 I thought it would be like silent hunter. Its nothing like silent hunter. If I want to do maths, I'll go to work.
This is so bloody basic. Learn to plot,track, and kill a ship based on passive sonar alone. Anyone who can only kill a ship at 90 degree angles, knows next to nothing.
I admire the hardcore commitment to methods that are decades ahead, but this video is, as you put it, aimed at people who know next to nothing. People who would get interested in this stuff if they were only given a helping hand.
Fucking youtube, i search for "simple uboat torpedo tutorial" and I get this. I'm gonna watch it, for sure, later. Damn though this search engine is falling apart. (nothing to do with you, enjoy the like.)
Not only is it really satisfying doing it manually but it's a huge part of the gameplay loop. You will find you get more playtime out of the game than if you just have it all done automatically.
You just need to find the balance of manual and automation that makes it fun for you. Because you will lose out on a lot of playability if you're just getting frustrated
hehe love it when smaller channels pop up in my feed, always feels alot more genuine! also great tutorial im definitely someone he hasn't really dived in manual targeting so this is pretty helpful for me! thank you!
I quite like the 3.15 min rule. you basically mark the target at start location. wait 3 mins and 15 sec and mark it at the end. the distance in meters/100 is the speed so 700m = 7knots and you also get a pretty good heading estimate from that too. maybe do it 3 times to get a better read, but this means you can travel along with the target marking points as you go and don't have to be 90 deg to target. still need to ID it to get the range though.
That's a good one. On a related note, I forgot to mention that a 30 knot torpedo travels about one kilometer per minute. Useful for timing multiple hits.
Does this work when using knots and nautical miles?
@@dukas54 Well uboat seems to use a number of annoying distance measures at once (what the hell is a chain?) so maybe measure with the ruler tool as i think that's in meters. and you can switch measurement systems in the games config screen. If you don't want that then maybe use google to search for a relevant converter eg 0.5nm is 926m
@@dukas54 Sorry if i'm spamming not sure if my reply made it or not. Basucally it works for me but i've got my game settings to mixed km/knots so in that mode i can use the ruler tool to measure in meters. the default chain doesn't mean much to me but you can google a converter to find nm to m (1nm is 1852m)
I don't even know what the game looks like without meters. If it gives you yards instead, you could calculate a similar trick, especially since 1 nautical mile is almost exactly 2000 yards
Very useful as I restart once again, with harder settings! You're now my fav uboat channel ;)
Getting started with manual targeting solutions and this was probably the best video on it I found, well explained. Thank you.
what a lovely recommendation on my feed, this time the algorithm hit well. Hope more people find your channel. Salutes!
Just bought a game. Was looking for tutorial, subscribed for the way you talk and elaborate the topic. Also I love channels dedicated to harder games
Wow, great explanation, calm and meaningful. And all that from a new, growing channel. I didn't realize you have such small amount of subscribers, sir. In this case please have a comment for the sake of the algorithm. I hope more people will find you in their feed, as I just did. It's not often that I watch a 30 minute long video with a full interest for the whole duration of it. Very nice job.
fiftyfour: this is not a U-boat channel now...
Not yet Kameraden! Not yet!
As if I have a say...
@@fiftyfour5454 exactly 😅
Btw g you're interested there's an old video by Don de Courcelle, in silent hunter 5 about how to synchronize torpedo attacks so that they all detonate at the same time when attacking multiple targets. It's silent hunter 5 but the principle should transfer to uboat.
Nice video! I was getting frustrated watching other u-boat tutorials to find that they tend to either gloss over the details or basically cheat and calculate everything using the map tools. Good work keeping it comprehensible while also getting into some of the theory and math.
Congratulation! Excelente explicação, ótima aula para os amantes de Uboat!! Excellent explanation about Uboat Torpedo Solution
I followed every step the first time after watching this video, was feeling very confident until the torpedo flew in the opposite direction of the freighter. I had a save just before intercepting so i could practice. A few times doing this i realized that if you had an officer doing the TDC instead of yourself then you had to push the little button to relay the information to him so he could input it 😅 i felt so stupid. I ended up sinking 18000 tons that patrol after i figured it out lol
I have 200 hours and just started a new game with manual targeting and missed like 8 shots in a row last patrol… it was from not hitting the command button lol but I also never knew how to calculate angle on bow. This video is fantastic, even seasoned skippers can learn from it.
Finally a use for my slide rule and sine tables!
This is very well done, a nice tight explanatory compilation of the targeting systems and methods in Uboat....
...which illustrated my absolute, desolate stupidity when it comes to anything mathematical. I slept through math class (except when the teacher hit me with a piece of chalk thrown like a major league relief pitcher), was nearly catatonic in geometry and trig, comatose in arrays, and a drooling vegetable in calculus. So, for me, Uboat shall always be played in the Entertaining mode. Because I prefer to stay awake and conscious while playing a game.
But, thanks for doing this excellent video. It helped me realize that I really don't know what I don't know. 😋
Nice. But this is what I've been trying to explain to the Silent Hunter types since the beginning; UBOAT is for more people than just the hardcore sim audience, because it can be played in many different ways.
My favorite move because drawing the trajectory from stadimeter measurements at a safe distance incurs significant error and is highly dependent on navigation accuracy, so estimating angle on bow is accurately is hence difficult, I like to first measure speed as a conserved quantity and then put my boat down offset from the target's future position. Tracking the target with the periscope, once the angle on bow is exactly 90°, symmetric parts on the target align, so I swiftly set the angle on bow to 90° and measure the distance with the stadimeter, and los! Worked like a charm the first time. No need for the map.
That does work, but then your torpedo impact will be past perpendicular, which is not ideal for the shitty early war impact pistols.
The greatest feeling in this game is when you realize you're comfortable enough with all these calculations to be like "eh screw it, I'll wing it." xD
If you want an accurate AoB using the map tools, I find the bearing tool to be the best. With the bearing tool selected, first click on the target, then click on your uboat. If the AoB is right, it directly gives the correct value. If the AoB is left, just subtract the value from 360.
That's a good point; clicking on a vessel displays its relative bearings. But again, that is only if you have contacts visualization on and are willing to use information you shouldn't have.
There is also apparently an up to 20% error factored into the game given the variety of differences within each class. Sweet video- appreciate the additional options!
Yes, but that is only for the 'Empire' classes. The wartime-produced Liberties and C3s are, as they should be, far more standardized.
@@fiftyfour5454 Good point!
He literally says that in the first 5 mins of the video
I believe fixed wire method was not being used because it was not reliable in choppy seas. In the game, the periscope and UZO is stabilized unlike the real life. So measuring with this method was unreliable. There is a mod in workshop that makes the periscope and UZO welded to boat. So if you want more immersion you can try this mod but it is not savegame compatible. Other than that, I recently found your channel and really enjoyed your videos. Keep it up man you make original content unlike others.
Yep. One source out there says the fixed wire was useful as a double check in certain circumstances, but not as the primary method for determining speed. Also, thanks.
@@delayed_control yeah Im glad they added it as an option
nice channel, good video! subbed.
Great video. You can center the periscope on the target with the button at the top of the screen. ^^
1:35 TIL the Empire whatever it's called has "butt masts"
11:11 - just draw a line for a future position of the target's course and measure the angle from the sub to the target to the future position. No need to subtract anything from 180
@@jesuz999 Yes, if you're comfortable with using information you shouldn't have. We all have different preferred levels of "realism."
@@fiftyfour5454 What he said is that, with the lines drawn at 11:11, you can draw a line from old ship position to new one and then measure the angle he says and get the number directly. You are measuring the complementary angle, hence the need for subtracting from 180. No cheating, just simple trigonometry.
@luisromero6434 I see. It's been too long since I watched my own video. The advantage of subtracting, though, is that you don't have to open the map if you've set yourself up perpendicular or parallel. Just a little mental math and you're there. But of course there are many ways to skin a cat.
I wish they had the 2/3 and 1/4 views of the ship silhouette in the book too
1938 windows calculatoe, lol good one and good video. Thanks.
Great vid and explanations. Believe me, even if you can read German, you won't know what you're looking at with these devices.
Great vid, thank you. Maybe if you could list the mods you mention to the description, please? Danke, Herr Kaleun
I do this since Silent Hunter 3, object, find the target, overtake it and lure at a 90-degree angle. Plus point: problematic igniters mostly work.
I wish there would be a decimal point in the distances on the map bearing tool when using knots and nm. A km is already smaller then a nm, but then you need to work in whole numbers, this kills all accuracy when trying to work out a ship's speed and bearing.
I am terrible at this game but somehow still enjoy it haha. No matter if I let AI control the targeting or if I very carefully use manual solutions…. I still always miss just ahead or just behind moving enemy ships. I can sink them when they are sitting still in the harbor though! lol
Thanks for this.
i do not understand what you did in 23:30
Can you explain it
I really don't think I can do any better. I only did that for demonstration purposes, as it was a historical method, but in the game it just isn't practical. It is basically just trigonometry, where you use the expected length of the ship (in degrees, confusingly) as the hypotenuse, the observed length as the opposite leg, and solve for the angle, which is the angle on bow.
So for realism: Stadimeter for distance , eyeball for AoB and what for speed ?
Either plotting and timing their movement on the map or looking more into the historical methods based on bearing change and trigonometry (again, tvre.org is your friend)
if you have the course it easy to work out speed and AoB with a little simple math and then you set up your attack preferably crossing the T ahead of the ship and plot your firing solution
Man, i dont understand where the hell u see 15, at 23:32. Plz help me.
Yeah, it's hard to see. It's a horizontal scale of degrees across the bottom.
i keep missing but i dont know why my, angle is perfect i use the range with the markers bc in waves i get different results and the speed should be also right but every shot is too short and i have no idea what im doimg wrong
Hard to say. If you're talking about using the milliradians scale for range, allow me to restate that it is not accurate in vanilla.
Great vid, just want to ask if you're planning any other short video essey type vids
Yes
Can't wait
I think something is off with my game settings because when I try to measure in the velocity my periscope stays locked on so I can't actually measure the speed
I'm told the 'partial stabilization' mode is bugged atm
@@fiftyfour5454 Does the full stabilization mode work?
yes; that's how the game was when this video was posted, before they added that option. I don't know how it is with no stabilization though
@@fiftyfour5454 Now downloading the patch that fixes it
You are "locked" onto the ship. Once you start your timer it seems like your periscope holds still and allows the enemy ship to pass through. When I lock onto the ship, place my vertical line to the front of the ship and hit the stopwatch, my periscope just tracks the front of the ship and doesn't stay still to allow the ship to pass through the line. How did you get the ship to pass through the line while you are "locked" to the ship? I'm doing something wrong with the controls no doubt...
You might be using the stopwatch tool in the top right; Clicking on the button next to "velocity" on the bottom of the screen unlocks the periscope and pulls out the stopwatch that is specifically for the fixed wire method. It also does the math for you.
It's also possible that you're looking at a stationary ship, or that you've encountered a bug I haven't seen.
Turns out it's because I was using the "partial stabilization" setting which is currently broken....
Of course it is.
@@fiftyfour5454 yeah unfortunately I had to restart my campaign and I set the stabilization setting to "enabled" instead of "partial stabilization" and I no longer have the issue.
Nice video about historic versions and methods but it hets a little confusing as you explain the current gameplay with mods(quite usefull but break the saves on patches).
A shorter Guide on how to Manual TDC on Vanilla would be great.
I came here for a guide not a physics lesson 😂 Wow, haven’t even loaded the game and I’m freaking out
No Physics, just Trigonometry. But like I say, this is all optional. You can just have your crew do the solutions for you instead.
can you stream please ?
Could it be done automatically in this game?
Yes, your crew can do it for you
Cool.
Yeah.. its easy with stabilized periscope 🙂
This ain't 100% realism, 100% includes no scope stability and darker night, try getting your information when you cant even see the ship, and no scope stability or lock.
I never claimed it was. The beauty of UBOAT is that it can be played in many different ways and at many different levels of realism. My intent here was to straddle as many of those playstyles as possible, but personally I think I prefer about 70% on the realism scale.
@@fiftyfour5454 Apologies, have you tried 100% near on impossible, with darker nights, no map icons, and view stabilisation non existent
@@justinchamberlain8913 No, I have not, but I could perhaps be convinced to try it with FPP only and everything. But I don't think that will ever be my preferred way to play.
Very confusing
I bought the game.
Ive not played it since 2020.
I love Silent Hunter 5
I thought it would be like silent hunter.
Its nothing like silent hunter.
If I want to do maths, I'll go to work.
@@sahhullAs he mentions several times in the video, you don’t have to do any of this. Your officers can calculate the firing solution for you.
brother. long video. excess info. i need quick guide how to.
Then don't click on something that has "Comprehensive" in the title. But I appreciate the feedback.
Ok.now in English please lol
This is so bloody basic. Learn to plot,track, and kill a ship based on passive sonar alone. Anyone who can only kill a ship at 90 degree angles, knows next to nothing.
i did NOT have torpedo solution gatekeeping on my bingo card this year.
@@Alec369Z Math is gud.
@@karlshaner2453 Yes, but dismissing anything that involves less of it is just weird
@@Alec369Z I guess not everyone could be a sonar tech on subs.
I admire the hardcore commitment to methods that are decades ahead, but this video is, as you put it, aimed at people who know next to nothing. People who would get interested in this stuff if they were only given a helping hand.
Fucking youtube, i search for "simple uboat torpedo tutorial" and I get this. I'm gonna watch it, for sure, later. Damn though this search engine is falling apart. (nothing to do with you, enjoy the like.)