I'm a pilot, so nautical miles and knots make sense to me. 1 knot is equivalent to 1 nm/h. A cable is equivalent to 1/10th of a nautical mile. It can also be considered 100 fathoms. You can definitely determine speed just using one form of unit measurements. Your problem is you're using mixed measurements. I'd go full metric or nautical. Less conversion, obviously. 😂 So if you switch to nautical unit measurements there's more uniformity. Also, Nautical Miles account for the curvature of the earth so your readings and fire ordinance will be more accurate.
3:00 rule only works Imperial distance (yards/cables) to Imperial speed (knots) 3:15 rule is metric distance to imperial speed (knots). At short ranges (
Just one other possible method, is the use of the hydrophones to measure increasing or decreasing sound with a stop watch at 3 minute intervals but your boat shouldn't be running at more than two or three knots. Not entirely accurate but will give an approximate speed of your target and with careful tuning the direction it is going in
Hi man, good video! I sub to your channel, i recently bought uboat by finding it by accident in steam and l could by it for 50% off. I love the game! Myself I am a seafarer on LNG tankers and so i play the game on nautical measurements. Small example to explain you. 1) 1Nm = 1852m 2) Knots (Kts or Kt), is nothing more as Nautical Mile (Nm) per hour. Instead of Nm/h they give it a fancy name, knots. 3) In 1 Nm are 10 Cables. so 4 cables os 0.4 NM. 4) What you explain is Radar plotting known as XYZ Triangle, which is the same calculation.as a marine radar is doing constantly, few extra lines more and you can calculate CPA and TCPA (closes points of approach, Time of Closes Point of Approach. Really good explanation there. 5) Example you draw a line between 2 points you plotted 3 min time spawn, distance is 4 cables. Which means 0.4 NM. 60min/3min=20 so 4 cables x 20 = 80 cables. 1Nm=10 cables so 8/10=8 Kts. Or 4 cables=0.4Nm. 0.4Nm x 20= 8 Kts. Hope this explanation makes more clear, feel free to.ask question.
I know this is maybe a tad late to the party, but seeing that some players might want to try this now that Uboat is in full release. Just a quick math note to make everyones life easier. The formula for km/h is easier to do in you head by simlpy doubling (multiplying by 2) and moving the decimal marker two steps to the left (dividing by 100). This will give the same result as multiplying by 20 and dividing by 1000.
About the metric system: Method 1: mark a point at the ship bow, count the time (could be any number, but the unit is in SECONDS), mark the point again, measure the distance in METERS. Now, Speed = Distance / time. Your result will be in meters/second. Multiply it by 3.6 and it will be in km/h. Method 2: it's the same formulas, same measurements, but you now will draw a Fixed distance in the ship course. You will measure the time it needs to travel this distance. Both methods are really precise, and easy to use. And it's faster too.
So since first learning this ayer Lightly Salted sent me here a year ago, I've tried all three measurement types. Nautical is fun and amusing, but I really prefer metric for its exact nature. Meters are smaller than cables, so they're much more accurate. I also run the watch for a full six minutes, and multiply distance by ten to get kilometers per hour.
For anyone looking for a strictly nautical unit method of calculating the speed of an enemy vessel with only map tools: Count the number of seconds it takes for the target to travel exactly 1 cable and divide the number 360 by the number of seconds; 360/s = knots. 360 can be replaced with 720 or any further multiple for more lengths of cable to decrease inaccuracy you may get from rounding 1 second. I find that trying to measure distance covered in a fixed amount of time is more difficult due to cables not displaying decimals and being such long distances.
A more accurate measure for knots is to use 3min. 15 sec. Using that as the measure you would have calculated a velocity of 4.875 knots. That is why the game converted your km/h velocity to 5 knots. 9kph is 4.975 knots. An even easier way is to run your stop watch for 15 seconds, measure the distance and multiply that by 13. Divide that by 10 and you have the knots.
An even easier way is to run your stop watch for 15 seconds, measure the distance and multiply that by 13. Divide that by [100] and you have the knots" FTFY :)
Im here because I found a carrier group in early '42. First time playing. and got spotted by my periscope or my conning tower breaching the surface and the carrier went everywhere. dropped "Pills" and scored a cruiser and went back to port.
well, for the speed, it's more easyly if u just get the distance, divide that by the time in seconds, and after that, convert the m/s to km/h just multiplying by 3,6.
1 nm is ~1 minute of latitude (1/60th of a degree) or 1852m. 1kn is 1nm/h. 10 cables to a nm. Makes it easier for navigation at least since the grid on nautical charts is measured in latitude. I have not yet played the game so I can't vouch for what is best/easier there, I would think it doesn't matter if you use metric or nautical, both should be as easy in regards to calculations(unless ofc the game requires range/speed to be set in a specific unit) . :)
Back when i played Silent Hunter wolves of the Pacific, I used to do most of my torpedo stuff via the map, the main variable i was looking to solve for was the bearing to fire at. Basically due to the higher probability of duds the US torpedoes had in the early years of the war was mostly from impact on or near 90 degrees. However, if you impact at a 45 degree angle the dud rate was much lower. So i'd figure out where the enemy ship would need to be before I'd fire.
I'm unlikely to go all metric, but since 3-minute estimate of 4.5 kts should really be 4.85 (an 8% error), a quick 10% add-on (or slightly less) would improve the accuracy while still using kts. So 4.5 kts plus .45 or 4.95 would only be off by 2% and would be more accurate. I'm planning to just think of the 10% and add on a little less, which should be close enough. As an ex Navy man I'm just too used to kts as a measure of speed.
Both interesting and very instructive, Personally I use a nautical slide rule which gives me accurate speed ,time and distance hoping that the subsim timings are correct. I am also fortunate to possess two Kriegsmarine stop watches both are extremely accurate even after 75 years, one being a Tag Heuer made specially for U-boat officers. However the German Navy's use of the internationally recognised Nautical miles [SM] and knots combined with metric measurements for torpedo ranges does make life a bit complicated, but it is fun trying to beat the sim's timings and accuracy
@@sanctumsomega Yeah I had a brain cramp when I posted that lol. Also I tend to use the updated solution button so once everything is calculated it will adjust based on current solution (within reason).
something Im struggling with .... distance to target . I can do it with your method or with Stad , but surely that distance has changed when you are ready to fire. You for instance fired before the targets crossed your line of measurement. Can I assume that if you calculate the distance to target early on , then your crew are adjusting for that when you decide to fire ? or if you calculate distance at the first spotting of the ship , do you need to do it again just before firing time ?
This is really good. For all those times I am sitting pretty in an ambush position, and next thing I know I am 12 meters deep instead of periscope depth, and targets just sail past :D
So you asked how to use nautical miles, 1 nautical mile is equal to 1.508 statute miles, and knots are just really nautical miles per hour. A cable is is one tenth of a nautical mile, so it's around 0.1508 nautical miles or 279.3 meters 👍👍
The timing rule is just math: 450 meter in 3 mins = 20*450=9000 m/hr. If you want to convert to nautical miles per hour (aka knots), the simple rule suggests divide by 2, but since a nm is 1852 m, you should really divide by 1,852. This system will also work regardles of the units. Do the calculation backwards and you will find that if you adjust the time to 2 mins 47 secs, the factor 2 is accurate - or you could instead divide by 1,852.
With the speed calculations I know a faster way. Just use the formula Speed = Distance / Time. REMEMBER 6 minutes is equel to 0,1 hour. Because you use 3 minutes, which is half of 6 minutes, make it 0,05 hour. As 500 meters is half 1 km, make it 0,5 km. Then the CALCULATION. Speed = 0,5 (Distance) / 0,05 (Time) = 10 km/h. I can even calculate in nautical system, but that would be a little more to explain in this comment. Overall good video! Coming from a student who study to become a merchant navy officer.
How did you know exactly _when_ to shoot? Did you calculate the speed of the torpedos in order to make sure they would make a hit? Or did you just do it when the ships were sorta close to the bow of your sub?
The sub has a targeting computer that will adjust the bearing of the torpedo to hit whenever it’s fired. You’re not really aiming the torpedo just plugging the values the targeting computer needs to work out what bearing to aim down
If you're using metric, is there any reason to wait 3 minutes instead of 1 minute? For example, if you waited 1 minute and the ship moved 150 metres (as opposed to 450 metres over 3 minutes), could you not just take 150m x 60 (rather than 450 x 20) for the same result? In that scenario you would be letting the ship only move 150m during your aim solution phase rather than 450m and (potentially) getting further towards safety, right?
Thanks for another great tutorial. Now you have another subscriber and I gonna try to watch all your others videos. I just bought this game couple of days ago and everything is new for me, never played a game with all these mechanisms. One simple question, at the beginning of your videos your screen is clean, only with the submarine sailing, so... How you hide the tools bars?
It's a shame the game does not allow nm/kn and for the ship identification distance meters.. I usually let it go 5 minutes to get at least a mile of distance between the points - then devide it by the minutes and times it by 60 minutes which gives me the milage per hour. There you have the speed in knots
Question on manual targeting. I was working on an unidentified DD and figuring our course, speed, etc., but when I tried to enter them they just wouldn't take. I would put in, say, 5.2 kts and it would revert to a blank space when I hit return. In other cases, I have had no problem having entries take. Is there something I need to do to make the targeting ready for input?
Quote "That seems like a good spot to fire the torpedoes" unquote Despite your brilliant calculations and explanations I don't understand (the game mechanic)! The 5200m distance ship is approx 1500m before your bow when you fire the torpedo. You set the torpedo speed at 30 Knots, how can that torpedo hit the ship??? It takes the ship (sailing at 4.5 knots) 10m 47" to get in front of your bow (5 km strait circle line) A torpedo going 30 knots reaches 5200m in 5m 36". When the torpedo passes that point 5 min. later the ship will pass. That is a 50% miscalculation and you hit that ship dead center! I get the feeling this sim is just rolling the dice when it comes to hit a target! (depending on realism settings???) Just an example from myself, I let 3 officers calculate a 100% solution, I double check the numbers myself on the map and they are correct fire the torpedo and miss... explain that to me!
@@RedDragon_1211 It is. Of course, I found it just minutes after I asked you. I'm still fumbling my way thru all the controls and keyboard shortcuts. Thanks for your quick reply.
So why did you fire torpedoes at the exact time you did ? No sooner or later? I think if I was to fire sooner, I’d miss. There is no calculation as to when to fire
I don´t understand how the direction of the torpedo run is fixed from course, speed and distance of the target alone. If you lock onto the target with the periscope, the system knows the angle between the boat and the target, but how does it know this angle from the map alone? You shoot whenever the tubes are flooded, not when the target is what would be a correct point for shooting straight ahead - so I guess the boat moves a little bit between the firing of each torpedo. How does it know where to move? Or how do you do it?
Well - I just noted that the angular position on the map is supposed to come from the hydrophone. If so, why doesn't it give also the distance (or where else does it come from on the map)? Well, I guess this is just a particular characteristic of the game.
10 cables = 1nm, 1 knot = 1 nm/hr. So using your 3 min method, if the ship traveled 2 cables in 3 min, that is .2nm/3min. Multiply the numerator and denominator my 20 to get 4nm/hr = 4 knots. To simplify, you just need to multiply the result (in cables) by 2 to get the speed (in knots). Seems like you used the right rule, but for the wrong units. It probably worked out for you because the distances were small. If you are extremely stubborn and want to use km/h, it is best to use full metric to avoid fractional conversions. Nm and knots is best for sailing because those units were literally designed for that.
Thanks for this. I used Metric because i am stubborn : ) and the math was simple. I never even thought that "Knots" was nautical miles per hour. I have no experience with any naval navigation so go figure. I am going to have to practice with the NM/Kts measurments. Thanks!
How about saving 2 minutes by using metric. Nr1. Measure distance (m.) for 1 minute. Nr.2. Multiply that measure with 60. (1 hour) Nr.3 devide that result with 1000 (kilo) BOOM! Now you have km/h
I am new to the game. These manual targeting videos are great! Some dumb newbie questions... What keys are you using to pause or accelerate game time while in the periscope mode using the chronometer? Also, how do you switch to what you called the cinematic view to watch the targets being hit? Thanks!
Middle mouse to toggles between normal speed and 1x time compression. Space bar to toggle between “pause” and normal time. This will also pause during any amount of time compression. The “N” key triggers the cinematic camera and “U” toggles the UI.
I use the metric system in-game (and in real life too 😅), and when I measure the distance travelled in 3 minutes, it's easy to multiply that distance value by 0.02 in my iPhone and get the speed in km/h. So as for in your example, 450 meters travelled in 3 minutes: 450 (m) * 0.02 = 9 (km/h). I think this is easy for everyone to remember, even if they don't understand the math behind it. (As an engineer, I do 😅).
Its pretty easy for the target group players. Do they detect you when you play dead too? Look at visibility: you can turn off every single value there and be invisible. Hitting stuff is too easy with the instruments given by the game. Most play with tdc or make the math. Every uboat game plays roughly by the same rules. Watch a good tutorial for beginners (not this one, its intermediate)
He's measuring from the 90 degree mark (due east), and the measurement of the angle was 96 degrees. So you add 96+90, and that gives you the bearing of the ship, 186 degrees. If for example he was measuring from 0 degrees (due north) and he measured that same angle, it would have measured as 186 degrees.
I'm a pilot, so nautical miles and knots make sense to me. 1 knot is equivalent to 1 nm/h. A cable is equivalent to 1/10th of a nautical mile. It can also be considered 100 fathoms. You can definitely determine speed just using one form of unit measurements. Your problem is you're using mixed measurements. I'd go full metric or nautical. Less conversion, obviously. 😂 So if you switch to nautical unit measurements there's more uniformity. Also, Nautical Miles account for the curvature of the earth so your readings and fire ordinance will be more accurate.
3:00 rule only works Imperial distance (yards/cables) to Imperial speed (knots)
3:15 rule is metric distance to imperial speed (knots).
At short ranges (
Once again, another excellent tutorial video! You rock!
Excellent presentation with helpful divisions in the time bar explaining individual targeting tools. Thanks! Subscribed.
Thank you all for posting tutorials I've just started playing the game and it would be impossible without all of you guys.
Same here my friend.-
Just one other possible method, is the use of the hydrophones to measure increasing or decreasing sound with a stop watch at 3 minute intervals but your boat shouldn't be running at more than two or three knots. Not entirely accurate but will give an approximate speed of your target and with careful tuning the direction it is going in
Hi man, good video!
I sub to your channel, i recently bought uboat by finding it by accident in steam and l could by it for 50% off. I love the game!
Myself I am a seafarer on LNG tankers and so i play the game on nautical measurements. Small example to explain you.
1) 1Nm = 1852m
2) Knots (Kts or Kt), is nothing more as Nautical Mile (Nm) per hour. Instead of Nm/h they give it a fancy name, knots.
3) In 1 Nm are 10 Cables. so 4 cables os 0.4 NM.
4) What you explain is Radar plotting known as XYZ Triangle, which is the same calculation.as a marine radar is doing constantly, few extra lines more and you can calculate CPA and TCPA (closes points of approach, Time of Closes Point of Approach. Really good explanation there.
5) Example you draw a line between 2 points you plotted 3 min time spawn, distance is 4 cables. Which means 0.4 NM. 60min/3min=20 so 4 cables x 20 = 80 cables. 1Nm=10 cables so 8/10=8 Kts. Or 4 cables=0.4Nm. 0.4Nm x 20= 8 Kts.
Hope this explanation makes more clear, feel free to.ask question.
I know this is maybe a tad late to the party, but seeing that some players might want to try this now that Uboat is in full release.
Just a quick math note to make everyones life easier. The formula for km/h is easier to do in you head by simlpy doubling (multiplying by 2) and moving the decimal marker two steps to the left (dividing by 100). This will give the same result as multiplying by 20 and dividing by 1000.
About the metric system:
Method 1: mark a point at the ship bow, count the time (could be any number, but the unit is in SECONDS), mark the point again, measure the distance in METERS.
Now, Speed = Distance / time. Your result will be in meters/second. Multiply it by 3.6 and it will be in km/h.
Method 2: it's the same formulas, same measurements, but you now will draw a Fixed distance in the ship course. You will measure the time it needs to travel this distance.
Both methods are really precise, and easy to use. And it's faster too.
So since first learning this ayer Lightly Salted sent me here a year ago, I've tried all three measurement types. Nautical is fun and amusing, but I really prefer metric for its exact nature. Meters are smaller than cables, so they're much more accurate. I also run the watch for a full six minutes, and multiply distance by ten to get kilometers per hour.
For anyone looking for a strictly nautical unit method of calculating the speed of an enemy vessel with only map tools:
Count the number of seconds it takes for the target to travel exactly 1 cable and divide the number 360 by the number of seconds; 360/s = knots.
360 can be replaced with 720 or any further multiple for more lengths of cable to decrease inaccuracy you may get from rounding 1 second.
I find that trying to measure distance covered in a fixed amount of time is more difficult due to cables not displaying decimals and being such long distances.
A more accurate measure for knots is to use 3min. 15 sec. Using that as the measure you would have calculated a velocity of 4.875 knots. That is why the game converted your km/h velocity to 5 knots. 9kph is 4.975 knots. An even easier way is to run your stop watch for 15 seconds, measure the distance and multiply that by 13. Divide that by 10 and you have the knots.
Yes I have learned that since and plan to address it in a video.
@@RedDragon_1211 These are great videos. Keep them coming.
🤯
What? a ship travels 90 meters in 15 sec, that means 90x13= 1170 then 1770 divide by 10 is 117. so 117 knots????
An even easier way is to run your stop watch for 15 seconds, measure the distance and multiply that by 13. Divide that by [100] and you have the knots" FTFY :)
Im here because I found a carrier group in early '42. First time playing. and got spotted by my periscope or my conning tower breaching the surface and the carrier went everywhere. dropped "Pills" and scored a cruiser and went back to port.
well, for the speed, it's more easyly if u just get the distance, divide that by the time in seconds, and after that, convert the m/s to km/h just multiplying by 3,6.
1 nm is ~1 minute of latitude (1/60th of a degree) or 1852m. 1kn is 1nm/h. 10 cables to a nm. Makes it easier for navigation at least since the grid on nautical charts is measured in latitude. I have not yet played the game so I can't vouch for what is best/easier there, I would think it doesn't matter if you use metric or nautical, both should be as easy in regards to calculations(unless ofc the game requires range/speed to be set in a specific unit) . :)
Back when i played Silent Hunter wolves of the Pacific, I used to do most of my torpedo stuff via the map, the main variable i was looking to solve for was the bearing to fire at.
Basically due to the higher probability of duds the US torpedoes had in the early years of the war was mostly from impact on or near 90 degrees. However, if you impact at a 45 degree angle the dud rate was much lower.
So i'd figure out where the enemy ship would need to be before I'd fire.
You can convert to meters per second : 500mt/(3 mins x 60) = 2.778m/s x 3..6 constant = 9 KM/hr.
I'm unlikely to go all metric, but since 3-minute estimate of 4.5 kts should really be 4.85 (an 8% error), a quick 10% add-on (or slightly less) would improve the accuracy while still using kts. So 4.5 kts plus .45 or 4.95 would only be off by 2% and would be more accurate. I'm planning to just think of the 10% and add on a little less, which should be close enough. As an ex Navy man I'm just too used to kts as a measure of speed.
1 nautical mile is 2000 yards, or 6000 feet. 1 knot is 1 nautical mile / hour.
Both interesting and very instructive, Personally I use a nautical slide rule which gives me accurate speed ,time and distance hoping that the subsim timings are correct. I am also fortunate to possess two Kriegsmarine stop watches both are extremely accurate even after 75 years, one being a Tag Heuer made specially for U-boat officers. However the German Navy's use of the internationally recognised Nautical miles [SM] and knots combined with metric measurements for torpedo ranges does make life a bit complicated, but it is fun trying to beat the sim's timings and accuracy
Just one note. If game rounds the distances, when the circle distance change, for example, from 3 to 4, the real distance it's not 3 km but 3.5 km.
Never considered that... I will have to measure and see... thanks for the heads up!
Ok i just tested this today in game. The point at witch the measurement tools change numbers is accurate.
@@RedDragon_1211 So this means it change at 4 km? (ex from 3 to 4)
yes
the point when it changes from 3 to 4 IS 4KM.
1 to 2 IS 2km and so on...
I think I missed something here. How do you determine WHEN to fire?
@@sanctumsomega Yeah I had a brain cramp when I posted that lol. Also I tend to use the updated solution button so once everything is calculated it will adjust based on current solution (within reason).
@@sanctumsomega In this video, where do you see that? Still feels like Red eyeballed the point and threw a Hail Mary... O.o
something Im struggling with .... distance to target . I can do it with your method or with Stad , but surely that distance has changed when you are ready to fire. You for instance fired before the targets crossed your line of measurement.
Can I assume that if you calculate the distance to target early on , then your crew are adjusting for that when you decide to fire ? or if you calculate distance at the first spotting of the ship , do you need to do it again just before firing time ?
Please come back @RedDragon1211 . We need you more than ever now!
Thank you so much for this tutorial. ^_^
This is really good. For all those times I am sitting pretty in an ambush position, and next thing I know I am 12 meters deep instead of periscope depth, and targets just sail past :D
So you asked how to use nautical miles, 1 nautical mile is equal to 1.508 statute miles, and knots are just really nautical miles per hour. A cable is is one tenth of a nautical mile, so it's around 0.1508 nautical miles or 279.3 meters 👍👍
The timing rule is just math: 450 meter in 3 mins = 20*450=9000 m/hr. If you want to convert to nautical miles per hour (aka knots), the simple rule suggests divide by 2, but since a nm is 1852 m, you should really divide by 1,852. This system will also work regardles of the units. Do the calculation backwards and you will find that if you adjust the time to 2 mins 47 secs, the factor 2 is accurate - or you could instead divide by 1,852.
Ty good job. Very helpful
With the speed calculations I know a faster way. Just use the formula Speed = Distance / Time. REMEMBER 6 minutes is equel to 0,1 hour. Because you use 3 minutes, which is half of 6 minutes, make it 0,05 hour. As 500 meters is half 1 km, make it 0,5 km.
Then the CALCULATION. Speed = 0,5 (Distance) / 0,05 (Time) = 10 km/h.
I can even calculate in nautical system, but that would be a little more to explain in this comment. Overall good video! Coming from a student who study to become a merchant navy officer.
How did you know exactly _when_ to shoot? Did you calculate the speed of the torpedos in order to make sure they would make a hit? Or did you just do it when the ships were sorta close to the bow of your sub?
The sub has a targeting computer that will adjust the bearing of the torpedo to hit whenever it’s fired. You’re not really aiming the torpedo just plugging the values the targeting computer needs to work out what bearing to aim down
Where is the point you should fire the torpedo? or just guest it? sorry for my english hope you understand what i mean
Nautical Mile is 2000 yards. A Cable is 200 yards.
If you're using metric, is there any reason to wait 3 minutes instead of 1 minute? For example, if you waited 1 minute and the ship moved 150 metres (as opposed to 450 metres over 3 minutes), could you not just take 150m x 60 (rather than 450 x 20) for the same result? In that scenario you would be letting the ship only move 150m during your aim solution phase rather than 450m and (potentially) getting further towards safety, right?
Also, here after watching Light_ly Salted's UBOAT vid 3. He said you'd appreciate knowing he sent us to your channel ;)
@@LeeValentine001 ayyy
Thanks for another great tutorial. Now you have another subscriber and I gonna try to watch all your others videos. I just bought this game couple of days ago and everything is new for me, never played a game with all these mechanisms.
One simple question, at the beginning of your videos your screen is clean, only with the submarine sailing, so... How you hide the tools bars?
It's a shame the game does not allow nm/kn and for the ship identification distance meters.. I usually let it go 5 minutes to get at least a mile of distance between the points - then devide it by the minutes and times it by 60 minutes which gives me the milage per hour. There you have the speed in knots
What happens if you use the ruler on the markers what happens if they don’t touch the lines of the map
Question on manual targeting. I was working on an unidentified DD and figuring our course, speed, etc., but when I tried to enter them they just wouldn't take. I would put in, say, 5.2 kts and it would revert to a blank space when I hit return. In other cases, I have had no problem having entries take. Is there something I need to do to make the targeting ready for input?
How do you know when to Fire your torpedos??
Quote "That seems like a good spot to fire the torpedoes" unquote
Despite your brilliant calculations and explanations I don't understand (the game mechanic)!
The 5200m distance ship is approx 1500m before your bow when you fire the torpedo.
You set the torpedo speed at 30 Knots, how can that torpedo hit the ship???
It takes the ship (sailing at 4.5 knots) 10m 47" to get in front of your bow (5 km strait circle line)
A torpedo going 30 knots reaches 5200m in 5m 36".
When the torpedo passes that point 5 min. later the ship will pass.
That is a 50% miscalculation and you hit that ship dead center!
I get the feeling this sim is just rolling the dice when it comes to hit a target! (depending on realism settings???)
Just an example from myself, I let 3 officers calculate a 100% solution, I double check the numbers
myself on the map and they are correct fire the torpedo and miss... explain that to me!
Exactly my question! How do we know WHEN to fire if the AOB wasn't discussed here?
No periscope
Proceeds to use periscope...
He did Not used the periscope, he used the stopwatch which is only accessible in the sim via the periscope!
Speed....1 Knot = 1 nautical mile/hour. 1 nautical mile = 2000 yards. 1 nautical cable = 0.1 nautical mile or 200 yards (100 fathoms as 1 fathom = 6 feet)
How did you get to cinematic view? I don’t know how to do that? Good video by the way.
Thanks... I want to say it’s N... of course now that you have asked I can’t recall for sure XD
@@RedDragon_1211 It is. Of course, I found it just minutes after I asked you. I'm still fumbling my way thru all the controls and keyboard shortcuts. Thanks for your quick reply.
So why did you fire torpedoes at the exact time you did ? No sooner or later? I think if I was to fire sooner, I’d miss. There is no calculation as to when to fire
I don´t understand how the direction of the torpedo run is fixed from course, speed and distance of the target alone. If you lock onto the target with the periscope, the system knows the angle between the boat and the target, but how does it know this angle from the map alone? You shoot whenever the tubes are flooded, not when the target is what would be a correct point for shooting straight ahead - so I guess the boat moves a little bit between the firing of each torpedo. How does it know where to move? Or how do you do it?
Well - I just noted that the angular position on the map is supposed to come from the hydrophone. If so, why doesn't it give also the distance (or where else does it come from on the map)? Well, I guess this is just a particular characteristic of the game.
10 cables = 1nm, 1 knot = 1 nm/hr. So using your 3 min method, if the ship traveled 2 cables in 3 min, that is .2nm/3min. Multiply the numerator and denominator my 20 to get 4nm/hr = 4 knots. To simplify, you just need to multiply the result (in cables) by 2 to get the speed (in knots). Seems like you used the right rule, but for the wrong units. It probably worked out for you because the distances were small.
If you are extremely stubborn and want to use km/h, it is best to use full metric to avoid fractional conversions. Nm and knots is best for sailing because those units were literally designed for that.
Thanks for this. I used Metric because i am stubborn : ) and the math was simple. I never even thought that "Knots" was nautical miles per hour. I have no experience with any naval navigation so go figure. I am going to have to practice with the NM/Kts measurments. Thanks!
How about saving 2 minutes by using metric. Nr1. Measure distance (m.) for 1 minute. Nr.2. Multiply that measure with 60. (1 hour) Nr.3 devide that result with 1000 (kilo) BOOM! Now you have km/h
big math
I am new to the game. These manual targeting videos are great! Some dumb newbie questions... What keys are you using to pause or accelerate game time while in the periscope mode using the chronometer? Also, how do you switch to what you called the cinematic view to watch the targets being hit? Thanks!
Middle mouse to toggles between normal speed and 1x time compression. Space bar to toggle between “pause” and normal time. This will also pause during any amount of time compression. The “N” key triggers the cinematic camera and “U” toggles the UI.
Thanks!
Chur bro. Good watch
You didn't fire af the measurement point. How do you know when to fire?
The computer will adjust the bearing to when it is fired. There is a best time to fire but it mostly just guess work in the unmodded game
I use the metric system in-game (and in real life too 😅), and when I measure the distance travelled in 3 minutes, it's easy to multiply that distance value by 0.02 in my iPhone and get the speed in km/h. So as for in your example, 450 meters travelled in 3 minutes: 450 (m) * 0.02 = 9 (km/h). I think this is easy for everyone to remember, even if they don't understand the math behind it. (As an engineer, I do 😅).
Like Brazil , São Paulo de nº 322 acionado
This game is impossible. I can not hit anything and am always detected and killed by the depth charges. So frustrating.
Its pretty easy for the target group players. Do they detect you when you play dead too? Look at visibility: you can turn off every single value there and be invisible. Hitting stuff is too easy with the instruments given by the game. Most play with tdc or make the math. Every uboat game plays roughly by the same rules. Watch a good tutorial for beginners (not this one, its intermediate)
12:50 .... "96 degrees, so that is 186 degrees" ... what the fuck? someone help this makes literally no sense at all
He's measuring from the 90 degree mark (due east), and the measurement of the angle was 96 degrees. So you add 96+90, and that gives you the bearing of the ship, 186 degrees. If for example he was measuring from 0 degrees (due north) and he measured that same angle, it would have measured as 186 degrees.