UBOAT TDC Tutorial 1

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  • เผยแพร่เมื่อ 15 ก.ย. 2024
  • The 45° Angled Attack with a Type IID using the C-37 TDC and attack scope user interface. 100% Hardmode Career
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ความคิดเห็น • 121

  • @faithcontending16
    @faithcontending16 หลายเดือนก่อน +23

    This game is wild. Even after failing many times, and failing to understand the proper methods for making calculations in many circumstances (before finding this incredible series), I just cannot stop playing. I just spent a good hour on my first solo mission after watching these videos, bored on patrol, when suddenly an aircraft was spotted. We crash dived, went blue light, wondering if we'd been seen. A few long minutes later the alert came that other ships were incoming. And within a half hour the depth charges began raining around us. It was a brutal several minutes of breath holding, heart racing, agonizing maneuvering to get out of a tight spot. After which I turned, managed to flank the group, followed for a while, released my torpedoes and got my first official ai unaided kill. Then I turned and sped away. Epic. I'm hooked.

  • @thomasfamily42
    @thomasfamily42 หลายเดือนก่อน +17

    "XL Jedi: I could probably talk for two or three hours on attack approaches"
    ME: Hold on....let me get popcorn and a notebook...

  • @billcrowe7111
    @billcrowe7111 หลายเดือนก่อน +6

    Thanks XL Jedi. Great tutorial,, AoB has been my downfall. Watching your tutorial suddenly brought back all the math class I ignored back in the early 70's. Knew there was a reason to concentrate. Just 50 years later. 😅

  • @robertpunton8878
    @robertpunton8878 หลายเดือนก่อน +5

    I'm absolutely loving this series. I've learned so much and at the perfect time as i am rediscovering the game i bought in early access but didn't play. Very helpful, very understandable and super fun and iinteresting to play i just pulled off a 45 degree attack thank you. You are making me much better at this game.

    • @xljedi2335
      @xljedi2335  หลายเดือนก่อน

      That's awesome! Once you gain the situational awareness of how to use the gyro settings to impact targets at close to 90°, you've basically mastered the TDC and have truly become deadly in almost every situation. Thanks for the feedback! 😊

  • @chatbanman
    @chatbanman หลายเดือนก่อน +4

    Wonderful series and now my go to previously only ever attacked at the perfect 90 enjoying playing the angles and parallex gives a whole new dimension. Big thank you once you get it, you get it :) Awesome job xl Jedi

  • @TheThunderbladee
    @TheThunderbladee หลายเดือนก่อน +9

    There is a stop watch method for tracking the target over distance, but the stop watch only shows up at the map table and not the periscope. (Which doesn't make sense) The in game method with the stop watch isn't how actual uboat track speed (it's just made up for game play reasons I guess). I think they either used the hydro and counted rotations or they para course and adjust their own speed to match the target. Same goes for the distance, in game is not accurate to how they measured distance in uboats. (I think in game method is more allied version) They used the mils on the periscope and calculated distance using a conversion. Also I think why the shot hit earlier was because of the speed of the boat maybe throwing off the calculation. You was going max speed, usually they would be going very slow just before the shot. Anyways, I am no expert or anything, just some of my own research and experimentation. Thanks for the video, you explained the parallax and also the gyro angle very well and I appreciate that.

    • @xljedi2335
      @xljedi2335  หลายเดือนก่อน +5

      You can now toggle the dial display UI (which includes the chrono) in the attack scope view with the Alt key.

    • @DivePlane13
      @DivePlane13 หลายเดือนก่อน +1

      This is how I calculate speed. It’s so much more immersive. Tonci 87 has a sh3 onealex gwx play through where he does it as realistically as possible

  • @bricktopperheadon5490
    @bricktopperheadon5490 หลายเดือนก่อน +8

    RE: 12:05 - Tip - When adjusting settings on dials - left click and continue holding the mouse button down - drag the mouse pointer away from the dial centre, the farther = less sensitive, fine tuning is much easier.

  • @fette_bohne
    @fette_bohne 28 วันที่ผ่านมา +2

    Great tutorial. There is a torpedo chase cam. By clicking on the officer at the periscope/UZO and left upper corner you have a selection of ships and torpedos to choose from

    • @xljedi2335
      @xljedi2335  28 วันที่ผ่านมา +1

      Thanks, I will be excited to use that going forward!

  • @the-macjagger
    @the-macjagger หลายเดือนก่อน +2

    Geometry is all coming back now... I always enjoyed solving for solutions...I think this is gonna scratch that itch. Thanks!

  • @SimDeck
    @SimDeck 22 วันที่ผ่านมา +1

    Your latest series on this game has really got me back into sub simming. These different types of attacks are fasinating.Can't wait to see other variations.

  • @Rekaert
    @Rekaert 18 วันที่ผ่านมา +2

    Some things come and go in cycles. Years ago I played SH3 and 4, and whilst the games were fun, I wanted to do manual targeting, and so I spent time on the Subsim forums learning how to do it, watching TH-cam vids and reading a couple of books by Dick O'Kane about the Wahoo and Tang. I even downloaded Mobo to help with plotting courses and all that good stuff whilst tracking down every good submarine or uboat movie I could find. But, years later and I bought Uboat in early access because I wanted to support 'hopefully' a modern Silent Hunter. I goofed around with it a little, but figured I'd let it get finished before I dove in.
    Now it's fully released, I'm having a ball, and that old itch to do it the manual way started to come back. I guess it's time to dust off the protractor, compass and ruler, and go back to class.

    • @xljedi2335
      @xljedi2335  18 วันที่ผ่านมา +1

      @@Rekaert Wow that’s awesome! Ya know, I still use Mobo from time to time.

  • @andrumendez5649
    @andrumendez5649 หลายเดือนก่อน +1

    Yo, bro! I was hating the 90° approach 'cause I had a lot of trouble calculating the speed correctly. Thanks for the tutorials, you helped me a lot with this.

    • @xljedi2335
      @xljedi2335  หลายเดือนก่อน

      I do like how intercept vectors allow you to make observations at leisure.

  • @leaf8122
    @leaf8122 หลายเดือนก่อน +1

    I'm really enjoying your series, thanks for the tutorials!

  • @TormodSteinsholt
    @TormodSteinsholt หลายเดือนก่อน +2

    If you scroll out on the map far enough that the torpedo turns to a green indicator, you can click it and track cam it as you would for a vessel.

    • @xljedi2335
      @xljedi2335  หลายเดือนก่อน +4

      I could be wrong, but I'm playing with no map updates, so I don't think I will ever see a green indicator on my map.

    • @flightknight4269
      @flightknight4269 หลายเดือนก่อน +1

      ​​​@@xljedi2335Your hydrophone operator can detect it and you will still have the option to center the camera on it. It's one of the options when selecting the contact from the map iirc.

  • @climberat1
    @climberat1 หลายเดือนก่อน +1

    There actually is a torpedo cam where you can follow the torpedo to its target. Select the officer on the attack scope. In the upper left you can select to the torpedo, then select to camera icon at lower left.

    • @xljedi2335
      @xljedi2335  หลายเดือนก่อน

      Now, if I'm looking thru the attack scope, I would think I have the officer selected. But I guess it only appears at map view, and not while I'm actually using the officer at the attack scope?

  • @tiberius8390
    @tiberius8390 19 วันที่ผ่านมา +1

    Okay, now I have had some time to get familiar with the targeting of the torpedoes. Some thoughts/additions to this video. For simplicity's sake I expect a 90° attack on a ship, u-boat at full stop, but it's obviously also true for angled attacks, but you might need to add some "around the corner thinking" to your considerations (pun intended):
    - Those angled attacks / if you think you hit the target at an angle greater than 15° or so you should not attempt with the 1939 Pistol 1 (Pi1) design, as it is prone to failure. You should at least have Pi1+ for that.
    - You don't actually want to shoot the torpedo when the angle on bow on the other ship is at 90° (ideally speaking). You actually want the torpedo to HIT when the AOB is 90°! That means you need to shoot earlier! As a rule of thumb a 30kn torpedo covers 500m in ~30s (32.4s actually). How much angle does a ship going 7 knots cover in that time is the question you need to ask yourself (or ask the TDC, as it will calculate that for you).
    Spoiler: it's about 13° or 115 m actual distance. That means you want to fire the torpedo at about 77° AOB (again with a 30knot torpedo at 500m) to hit the target at a 90° angle.
    - As a distance for the torpedo you want to use the distance not the ship is at NOW, but the distance the torpedo will have to travel. You can estimate the course on the map and measure the distance or just eyeball it. This gives the most accurate shots and also the countdown will be accurate then. (generally the distance should not be much of a difference at a 90° shot, unless you go for angled shots and some distance away. In that case not to consider this will make you miss 99%)
    - I generally try to line up if I can and let the ship get to a 45° angle, that makes it very easy to get the correct AOB in the Empire freighters, as their cranes are at 45°. That means you know now exactly where the ship will be at 90° AOB. Then I go back to e.g. 77° as calculated above, dial all the values in, let it align, then hit pause (so the AI does not move the periscope, god dammit AI *shakes fist*) and check the numbers on the TDC while paused. Especially the calculated gyro angle. If that meets my expectation then i go back to the periscope, wait for the ship to go into the crosshairs and hit fire. Then you can align the crosshairs to the calculated gyro angle (which in a perfect lined up 90° scenario should be at 360°/0°) and watch the ship and torpedo converge on it.
    - I also did a lot of "drive by" attacks with tankers and freighters who didn't want to surrender or on opposing course in a convoy. If you move with the ship make sure to be roughly at the same "height" than the ship, not behind it. Maybe even lead it a bit depending on distance. For the same reason stated above, the torpedo needs to lead the target for a more 90° hit angle and a better chance to go off. If you move towards the ship (opposing course) rather fire early.

    • @xljedi2335
      @xljedi2335  18 วันที่ผ่านมา +1

      All good points. I'm more teaching the 90° references for the TDC that will come later and auto-update as you pan the scope. ...but there will also be scenarios in the future where the S-3 TDC can auto update AoB but you'll want to deliberately turn it off.

    • @tiberius8390
      @tiberius8390 17 วันที่ผ่านมา +1

      ​@@xljedi2335 My post wasn't directly pointed at what you say in the video, it was just some additional points from my experience.
      Also I got the math down on how the TDC calculates the gyro angle of the torpedoes and can replicate it in a simple excel sheet.
      I must say for now I only have experience with the Type II U-boat (I started the campaign on max difficulty in 1939 in the Type II). So I only know the "simpler" TDC. Not sure what the better one can do yet.
      What amazes my engineer heart is how all those devices back then worked 100% mechanically. The sine function calculations needed it's all mechanic through shape of shafts and gears.

  • @paradoxial1865
    @paradoxial1865 หลายเดือนก่อน +2

    Great video, I've been reading the Submarine Commanders Handbook and was struggling to understand how the 45° attack worked

    • @xljedi2335
      @xljedi2335  หลายเดือนก่อน +1

      They also talk about approaching on a hundekurve (the dogs path) which is essentially approaching so the ship only sees your 0° bearing (a head-on view). So most likely the angled attacks would have to be from a position approaching the target on bow. I do that on the 60° on bow angled attack video. I think they spoke in terms of 45 and 60 in generality a 50° or 70° angled attack would be just as valid. ...and the 90° they mention, I believe suggests they are moving in parallel with the target. The 90° perpendicular is what they call the "Attack Proper".

  • @nocturneuh
    @nocturneuh หลายเดือนก่อน +2

    Enjoyed this, thank you.

  • @MrLotengo
    @MrLotengo หลายเดือนก่อน +1

    I'm not convinced the game is breaking the laws of physics when doing the chrono tool measurement. I think it is automatically compensating for your own relative motion. When you first show your target unlocked at 10:45 you can see a very slight relative movement forward as the funnel creeps past the wire. So when using the chrono tool, if we assumed the view would unlock to allow you to perceive the relative motion you would expect the ship behave exactly as it does at 10:45. What we actually see when you start the chrono is the ship moves quickly across the line but you also see the bearing readout run the OPPOSITE direction. Knowing that you have to be e-locked to use this tool must mean that the periscope itself is actually turning aft along the ship while the ship is nearly stationary from your perspective. It is as if when you start the timer it plants a virtual buoy in the water at the given bearing and range where you are pointed, and then the "officer" on the scope automatically tracks that buoy. This is the only way I can imagine that accounts for the motion we see and still allows an correct speed reading without breaking physics.

    • @MrLotengo
      @MrLotengo หลายเดือนก่อน +1

      Also, if you don't like using the chrono for this reason, I bet you know the simple trigonometry for the case where you are on an intercept.
      Target speed = Own speed [ sin (Target Bearing) / sin (AOB) ]
      This is a very quick and easy calculation if you use an attack disc. You just set your speed under the AOB and read the target speed across from the relative bearing.

    • @xljedi2335
      @xljedi2335  หลายเดือนก่อน

      @@MrLotengo Well, sure if you have an intercept vector plotted, you can always derive the speed from the vector by doing the vector intercept math that I showed backwards. 😁 I try to avoid the use of Excel while I'm playing (although my nickname sorta grew out of what I know about spreadsheets). I prefer to use the native plotting tools if I can. ...but I certainly have been known to use some interesting gadgets on the side while playing. Good tip on the attack disc and formula, I know some folks are interested in using those, and maybe some associated mods. Thanks for posting it!

    • @xljedi2335
      @xljedi2335  หลายเดือนก่อน

      I'm convinced, LOL. I'm sure the game is compensating for it. It has to be. However, that "scan" that the attack scope settles into... what in the world is driving that? My strong preference, given the quality of the other instruments, would be to simply have a chrono that doesn't compensate for relative motion. But, I can always bring the sub to a stop if I find it too distasteful. ☺

  • @shawnp6653
    @shawnp6653 หลายเดือนก่อน +1

    subbed (no pun intended). Bought this when it came out and have waited to now to play - going to be a fun weekend!

    • @xljedi2335
      @xljedi2335  หลายเดือนก่อน +1

      Welcome aboard! You picked a good time to dive back in (pun intended).

  • @hansmeier3530
    @hansmeier3530 24 วันที่ผ่านมา +1

    Another question, if I may, how did you work out the intercept course at 45 degrees in the first place? Following your advice from the navigation tutorial (or „cheating“ with the button), certainly getting those 45 is a matter of luck/ trying different speeds…?

    • @xljedi2335
      @xljedi2335  24 วันที่ผ่านมา

      It was opportunistic. Whatever angles work best, that one just happened to be about 45°, but sure you could also adjust your speed.

  • @xionix4
    @xionix4 14 วันที่ผ่านมา +1

    16:49 it does - idk if it's new or not, but if you have an officer assigned to the attack periscope and click the scope icon (not the look through their eyes one) while in map view, you can select the torpedo from the list of targets and click the camera button -> goes to action cam
    note: have to have torpedo interface closed apparently

    • @xljedi2335
      @xljedi2335  14 วันที่ผ่านมา +1

      Perfect, thank you!

    • @xionix4
      @xionix4 14 วันที่ผ่านมา +1

      @@xljedi2335 I'm playing on easy if that makes a difference - good luck fellow great games lover :)

  • @Dopefish-qo3os
    @Dopefish-qo3os 17 วันที่ผ่านมา +1

    Hey, I love your videos and was reading the uboat manual on 45 angle shots and looked up to find a tutorial, and yours came up first. Thank you
    Could you do a video on Salvo shots?

    • @xljedi2335
      @xljedi2335  17 วันที่ผ่านมา

      I can put that on the list, sure. I assume what you mean by "Salvo" is attacking multiple targets at the same time? In my patrol videos, it's not unusual for me to fire a 2-torp salvo at targets that are out at 2000-4000m range.

  • @schorsch4496
    @schorsch4496 หลายเดือนก่อน +1

    You can click on the Torpedo in the map and click on the camera icon at the left bottom corner. This activate a view to the torpedo, like an action cam.

    • @xljedi2335
      @xljedi2335  หลายเดือนก่อน +1

      There is no torpedo on the map if we are playing 100% with no map updates on. However, I have since learned the officer at the attack scope will display contacts (including torpedoes) if you select them while on the map view.

    • @schorsch4496
      @schorsch4496 หลายเดือนก่อน +1

      @@xljedi2335 I play the game a bit easier, 70%.

    • @xljedi2335
      @xljedi2335  หลายเดือนก่อน

      @schorsch4496 There’s no wrong way to play!

  • @danseymour81
    @danseymour81 หลายเดือนก่อน +1

    @xljedi2335 How do you bring up your floating Compass, Depth helm , and Rudder as well as you plotting tool?

    • @xljedi2335
      @xljedi2335  หลายเดือนก่อน

      I show how to do the UI setup in the first minute or two of the Type IIA Crew Scheduling video.

  • @FarmHend
    @FarmHend 22 วันที่ผ่านมา +1

    Chronometer acts full realistic with new "no stabilization" starting setting. Now there is no way you could lock on target while moving at flank in the storm. You can't even use stadimeter because of bobbing and weaving.

    • @xljedi2335
      @xljedi2335  21 วันที่ผ่านมา

      Well, we don't use it too much anyway. ...maybe after we upgrade our officers a bit, some lesser amount of stabilization will come into play.

  • @marylinbradford8603
    @marylinbradford8603 หลายเดือนก่อน +1

    You can click on the torp in map mode and click the camera and watch it go through the water to the target .

    • @xljedi2335
      @xljedi2335  หลายเดือนก่อน +1

      If we are playing at 100%, there are no map icons. So we don't see ships or torpedoes. However, thanks to this community, I have learned that clicking on the officer at the attack scope station will display a list of torpedoes at topleft of map.

    • @marylinbradford8603
      @marylinbradford8603 หลายเดือนก่อน +2

      @@xljedi2335 my bad I overlooked that brain jam sorry good videos though on the torp solutions a lot don't know about using all the map tools given.

    • @xljedi2335
      @xljedi2335  หลายเดือนก่อน

      @@marylinbradford8603 No worries, I need to go back and annotate my videos for the answers the community has provided to the questions and gripes that I mention. I asked for help, and you all have delivered! 😉

  • @UncleGoose1
    @UncleGoose1 หลายเดือนก่อน +1

    The chrono messed me up my last play through. I was wondering, did it change course? So i get what you mean, deify laws of physics. I was so confused by that but i get it now that i know its arcade like 😮

    • @xljedi2335
      @xljedi2335  หลายเดือนก่อน

      I dunno if "arcade like" is fair... well, maybe it is? I'd definitely prefer if they just let the chrono run based on my observation though. It takes me outta the game a bit every time I see it. I basically have to self impose a rule that I am not allowed to be moving when I use that thing. The side scan with the boat seemingly on rails is very bizarre. I hope the devs consider correcting that one for us. It's not good.

    • @UncleGoose1
      @UncleGoose1 หลายเดือนก่อน +1

      @@xljedi2335 I've seen videos where people would stop, use the stop watch. Divide the length of vessel by time and multiply by 2 to get speed. But those guys were doing 90 degree shots everytime. Wouldnt you have to be close to 90 for that to work, to get the full length of the vessel? Like if the vessel was on greater or less than 90 degrees the speed determined would be more or less inaccurate. But that doesnt matter that much if you're within 1 km lol. You could almost guess speed at that point and pop one off lol

    • @xljedi2335
      @xljedi2335  หลายเดือนก่อน +2

      It seems odd, but regardless of your view angle on the ship, as long as you are at a standstill and hold the scope wire on a constant bearing... the length of time for the ship to pass that wire is the same if viewed at 45° or 90°. That's because when you are looking at it on the 45° angle it appears to move slower, but it also appears shorter due to your view perspective. So there's no problem observing and timing the ship passing the wire at all sorts of odd angles as long you have a good view and can determine when the bow and stern pass the wire. The only thing that will screw up your observation is your own speed. If you are moving, you are observing Relative Motion, and not True Motion.

  • @Tiki832
    @Tiki832 หลายเดือนก่อน +1

    Interesting you mention 60 degree angle as well, as soon as you did I realised that's frequently the angle of approach I've just naturally adopted for most of my attacks. Though it tends to be more 65-68 degrees in my case heh
    Don't really know why that happened, it just kind of feels right to me for some reason. *shrug*

  • @UncleGoose1
    @UncleGoose1 หลายเดือนก่อน +1

    What is pre heat torpedo for? I always maintain but i dont understand why you would pre heat. Can someone explain the purpose?

    • @xljedi2335
      @xljedi2335  หลายเดือนก่อน +2

      Maintain, warm-up, preheat, just semantics. They all mean the same thing. Do something to the torpedo to make it less likely to fail. I'll let smarter folks opine on the technicalities of the process actually involves. I typically envision my mechanic lovingly petting the torp, maybe whispering in its ear a few words of encouragement, and then sliding it back in the tube.

    • @UncleGoose1
      @UncleGoose1 หลายเดือนก่อน +1

      @@xljedi2335 i saw older vids on youtube and the torpedo was a red color so just wondered if it was 2 different things. Thanks for answering all my questions. Super cool that you like interacting with your viewers.

    • @xljedi2335
      @xljedi2335  หลายเดือนก่อน +1

      @@UncleGoose1 In a recent update shortly before final release, they changed the red color to a checkmark. I think it was a good choice because the red gave a false impression that something was wrong with the torpedo. Of course, the intent was that it's all warmed up. I like the checkmark better!

  • @MovieLineMaddness
    @MovieLineMaddness 21 วันที่ผ่านมา +1

    Next time map view will show torpedo and you can click on it and go to camera even if you wanted watched it that way too.

    • @xljedi2335
      @xljedi2335  21 วันที่ผ่านมา

      Nah, doesn't work in 100% mode if "no map updates" is the gameplay mode. ...but the community here suggested an alternative that I now use on my patrol videos. Love the torpy-cam 🥰

  • @flightknight4269
    @flightknight4269 28 วันที่ผ่านมา +1

    So if I am trying to launch a torpedo at X° I add or subtract X° from my heading to find the 90° impact of the torpedo? I.e. 45° shot on starboard side I use 315°, 45° degree on port side would be 45°?

    • @xljedi2335
      @xljedi2335  28 วันที่ผ่านมา

      With the C-37 TDC, you can shortcut it to just always set the AoB as either 90°S or 90°P depending on whether the ship appears to be coming left-to-right in your scope or right-to-left. The AoB dial arrow points in the direction the ship is heading in your scope view. If you have a view of the ship in your scope that looks like an 80-90° AoB view (matches to your TDC), then fire the torpedo.

    • @flightknight4269
      @flightknight4269 27 วันที่ผ่านมา +1

      @@xljedi2335 So it would be appropriate to fire any time my view of the ship in scope matches my calculated AoB? 45° or 60° approaches are for stealth and not some kind of torpedo math?
      I've only been firing head on at my 0° heading mark which I have set to 90° AoB port or starboard. The tracking seems to screw me up as I will set my heading to 90° AoB, look at my target and try to move in and once I'm ready, I have to reset 0° heading to 90° AoB again to fire.

    • @xljedi2335
      @xljedi2335  26 วันที่ผ่านมา +1

      It's more related to how much gyro angle you want to introduce to the shot. I did a few different approaches to try to show everyone how the TDC works and to try to get comfortable with the idea of curving your shots into a ship for 60-90° impact angles. ...and although I haven't discussed it yet. The method I'm trying to show you will be very useful once you upgrade to the S-3 TDC.

    • @hansmeier3530
      @hansmeier3530 25 วันที่ผ่านมา +1

      @@xljedi2335 Hi, I hope I am not being stupid, but I think I am doing everything you are doing- I approach at a 45 degree to their course, calculate AoB for 90 degrees and wait for the ship to get there, got the right speed and distance... but my torpedo never does that curveball thing, it heads there in a "straight" line after the first adjustment, thus always coming at an less than ideal angle....what am I doing wrong???

    • @xljedi2335
      @xljedi2335  25 วันที่ผ่านมา +1

      @@hansmeier3530 There's only one gyro turn. I call it a curveball, but I don't expect it to literally keep turning. I think you are doing things right, just keep at it.

  • @cheesy7394
    @cheesy7394 หลายเดือนก่อน +1

    Hello Hello, Nice Tutorial.
    I got a question and i am already deeply sorry for my bad english, its also pretty hard to explain for me.
    The Situation is: 2 Ships (Bearing: 0, Angle on bow: 90degree, Distance: 4.5km) and 1 Ship (Bearing: 10degree, Angle on bow: 169degree, Distance: 4.2km) All 3 are NOT moving. Thats why i dont wanna move at all!
    As you can see that 1 ship has a pretty steep/sharp angle. Now is it possible that the Torpedo will first move straight forward to the point i want and then make a turn. So it will hit the rear at a straight angle without me moving position? Or can i make a large Torpedo curve to achieve my goal? The Torpedo should need to go 1km then start to turn with those values: Bearing still 10degree, Angle on bow: 175degree, Distance 3.4km + 1km straight forward, knots emeny ship: 0. I tried putting those values in the tdc but then the torpedo would just to it instantly without moving 1km straight forward. My next Guess/Option would be to curve the Torpedo from the start so it would basically curve till it nearly hits the rear but still has enough space to to a little straight that it wont be a dud. But i am not skillfull enough to achieve that or is it not even working without lut or fat torpedos? If its possible please help me understand it.

    • @xljedi2335
      @xljedi2335  หลายเดือนก่อน

      Here's a plot of the scenario:
      www.xl-logic.com/Uboat/QA/UBOAT_20240811.jpg
      The blue dotted line represents the path you would like to program the torpedo to take. You are asking if there is a setting to adjust the "Torpedo Run" to 3900m before making a 90° gyro turn into your 168° AoB target. The answer is no, however... You could put research into advanced torpedoes and perhaps figure out a way to set the LUT course to possibly make its first turn into your target. Other alternatives might be a homing torpedo fired with a target maybe 100 meters or so off the starboard quarter, or you try to swim a magnetic detonator under the keel. Unfortunately, there are no torpedoes that have the option you are looking for, which would be an adjustable "Torpedo Run" distance. That distance is just set at about 50-100m after launch, and it doesn't change.

    • @cheesy7394
      @cheesy7394 หลายเดือนก่อน

      ​ @xljedi2335 Could it be that my comment gets deleted because i try to post and imgur picture? or is my youtube bugged? I just wanna show you the real scenario because it looked like i said something wrong or you didnt get me right whatever it is that is not my scenario :(
      if you have any idea how to post a picture (xl-logic) is somehow not working for me. i can just look at your picture nothing more.

    • @xljedi2335
      @xljedi2335  หลายเดือนก่อน

      ​@@cheesy7394 Possibly, but perhaps I read it wrong. I updated the plot, so you can see if it looks right now. However, my answer doesn't change. There is no torpedo in the game that would allow you to specify a 3800-3900m run before making a 90° gyro turn. You might be able to do it with a FAT/LUT torpedo, but I don't know how you would calculate that run distance?

    • @cheesy7394
      @cheesy7394 หลายเดือนก่อน +1

      @@xljedi2335 for me its still the same picture/plot. Cant see any changes. And it seems like youtube comments dont allow links no idea how you did that. :D
      Do you have a community discord or something? I would hope to learn how to make that happen if that would be possible some crazy shots could be taken.
      Ohh and how did you even make such graphics? What programm or webside are you using. I did my picture with powerpoint but it was annoying and now i cant even show it to you xD
      And btw i like your name what a shame order 66 happend. My condolences to all fallen Jedi.

    • @xljedi2335
      @xljedi2335  หลายเดือนก่อน

      @@cheesy7394 You have to hit the refresh button in your browser to update the plot. You are looking at your own cached version of the old plot.

  • @garyreed4628
    @garyreed4628 7 วันที่ผ่านมา +1

    Can you fire torps with scope down blind and at any depth a spread

    • @xljedi2335
      @xljedi2335  7 วันที่ผ่านมา

      You can blind fire them, but only at periscope depth.

  • @alecisla
    @alecisla 27 วันที่ผ่านมา +1

    15:30 there! How on earth do you move the periscope up so slowly? When I try to do that, I have to "kick" up and down a few times to eventually "land" on the top of the mast... 😂

    • @xljedi2335
      @xljedi2335  26 วันที่ผ่านมา

      not sure what you mean?

    • @alecisla
      @alecisla 26 วันที่ผ่านมา +2

      @@xljedi2335 The tool to measure the distance, yours slide slowly...mine, as soon as I press "E", it jumps way above the mast...then I have to keep "jumping" up and down with Q and E to eventually land my line on the top of the mast, is so sensitive 😖 it might have something to do with the distance from the enemy ship I think...

    • @xljedi2335
      @xljedi2335  26 วันที่ผ่านมา +1

      @@alecisla mine always moves very slow

    • @alecisla
      @alecisla 26 วันที่ผ่านมา +1

      @@xljedi2335 Yeah, I can't find anything related to that on the internet. But I noticed that this is more evident at long distances, so it has something to do with the distance from the target I think. Anyway, thanks for replying all of my messages, I appreciated! 👍I've been applying everything that I've learned from your videos and it was a "game changer", literally! Thank you again for your time and effort!!!

    • @bricktopperheadon5490
      @bricktopperheadon5490 21 วันที่ผ่านมา +1

      @@alecislaYou’re right, distance from target is the reason for “scrolling “ speed. The tool has one speed, but when you’re close to the target, it takes longer to scroll up the greater geometric angle. If you’re five kilometres from a skyscraper, you can look at the top with a slight movement of your eyes, but at 1 kilometre, you’ll likely tilt your head back as well.

  • @molloch5682
    @molloch5682 20 วันที่ผ่านมา +1

    I would like to see how you actually manage to find out a course of a radio contact or hydrophone contact. Since ou play 100% relism u have little info the game gives you.
    i started playing a few days ago and iam on like 76% realism or so with manually tdc and stuff but with a littlebit map info, otherwise its a littlebit too hard for me right now.
    What i also noticed is that your stadimeter range messurment seems to work correctly.. i often have the problem that pretty weird numbers come out my messurment i allways do waterline to top mast... and if e recheck it with map distance its like thousands or hundreds of meters off...
    Also, i wonder why your periscope is not shakinging with that waves, i often have the problem that periscope is shaking so much that i cant uise the stadimeter right way, i even got that perk on my captain which says "in manually use periscope gets stabilized" and its not working... still shaking like crazy, i assumed that its cuz i have the realism check in the box about shaking periscope and assumed that the perk simply not work if u got realistic periscope on, but now i see a steady and complete still periscope on a 100% realism... this game confuses me.

    • @xljedi2335
      @xljedi2335  20 วันที่ผ่านมา

      The periscope is more stable when you are submerged. However, in the TDC tutorials, we didn't have the recent "no stabilization" option, so the views are unusually stable in the TDC videos.

  • @erlantzml7135
    @erlantzml7135 หลายเดือนก่อน +1

    it is a game feature that if you take the speed calculation while moving, the speed may be wrong. There is a "torpedo cam" for torpedos, you have to select the torpedo you want to follow (in the list of the periscope or uzo guy por example) and then select the option of external view in the box that appears.

    • @xljedi2335
      @xljedi2335  หลายเดือนก่อน

      If it's a feature, it still defies the laws of physics and relative motion exactly as I point out. If I am on an intercept course at speed, the target should not move at all in scope view. In fact there could be conditions where the target would be moving backwards. As for the "torpedo cam" thanks for the tip, I will have to look now and see if I can find the list you mention. Previously, with map updates ON I would just click the torpedo, but since I am playing 100% without updates, there are no torpedo map icons. I will have to see where this list is that you mention.

    • @erlantzml7135
      @erlantzml7135 หลายเดือนก่อน

      @@xljedi2335 i play also with no map contacts. lets say your commander is using the uzo (if the commander is localizing the ships with the periscope it is the same procedure). When the torpedo is in the water click his portrait and a list of localized ships and torpedos appear in the left side of the screen, click the torpedo on the list. Then a box in the lower left side appears. Clicking in the button for external view in that box you have the "torpedo cam".
      To use the tdc dials more precise it is stated in the manual that you should click in the dial and drag the mouse and do it from distance away from the dial.

    • @bricktopperheadon5490
      @bricktopperheadon5490 หลายเดือนก่อน +1

      @@xljedi2335 If you go into map view, then select the crewman who is targeting (he's using a scope or UZO) a list of what he sees appears in the upper left. You can then select any one of these items and in the lower left of the screen an info box appears. A "camera" view is one of the options.

    • @xljedi2335
      @xljedi2335  หลายเดือนก่อน +1

      @@bricktopperheadon5490 Cool 😎lemme check that! I think I know what you mean, but the position of my gyro-compass may have been blocking my sight there. It would definitely save me some time, and I'm sure folks here would like to be able to watch how their own solutions pan out.

    • @bricktopperheadon5490
      @bricktopperheadon5490 หลายเดือนก่อน +1

      @@xljedi2335 👍I'm watching your TDC vid's as we speak. Very good work! Glad to help someone else for a change. Any questions, fire away.

  • @geobalabasciuc9996
    @geobalabasciuc9996 หลายเดือนก่อน +1

    Great guide!!!

  • @Xaveth
    @Xaveth หลายเดือนก่อน +1

    Very interesting. I never thought of attacking at this angle because I was told, from other sources, that anything other than a 90/near-90 degree torpedo hit might slide off the hull.

    • @xljedi2335
      @xljedi2335  หลายเดือนก่อน +2

      The impact angle of the torpedo was still at about 90° so what you were told is true. The 45° is describing my approach angle and I am using the TDC to adjust my gyro angle (firing at 310-315° instead of 0°). So you can approach the target in any number of ways. You just need to use your TDC in such a way that your aiming and gyro adjustment are going to result in a 90° impact. In this video, the torpedo still impacts the hull at about 90°. If however, I would've fired the torp when the ship was at my zero bearing. The AoB would have been at a 45° angle and the torp would indeed slide off the hull. Of course, if I would've waited until the ship was at 0° bearing, I would've also been crashing into it with my sub.

    • @gregmonforton4103
      @gregmonforton4103 หลายเดือนก่อน +2

      For awhile the Americans needed to go from 90 to 45 because their dud torpedoes would break their detonators at 90 degrees.

    • @Xaveth
      @Xaveth หลายเดือนก่อน

      @@xljedi2335 Thank you for that explanation. It's too bad the impact was predicted too occur later. I know you were still setting up that shot with the 20 seconds in mind. I would've liked to have seen the 90-degree trail; however, your explanation says it well. Thank you!

    • @Xaveth
      @Xaveth หลายเดือนก่อน

      @@gregmonforton4103 Ohhhh I didn't know that. Wow, that's quite the limitation.

    • @xljedi2335
      @xljedi2335  หลายเดือนก่อน +2

      I didn't really have 20 seconds in mind, it was just that my distance of 800-ish meters on the firing solution ended up being more like 500m in reality. So the torpedo impacted 20 seconds earlier than my crew was expecting. The funniest ones are when they yell "It's a miss" and like a half-second later "BOOM!"

  • @hernethehunter3008
    @hernethehunter3008 หลายเดือนก่อน +1

    nice one

  • @4Core100
    @4Core100 หลายเดือนก่อน +2

    Cool but this is not a TDC tutorial. You are just telling your officer how to set it.

    • @xljedi2335
      @xljedi2335  หลายเดือนก่อน

      Perhaps, but I'm *not* letting him calculate the number. Manual Firing Solution Tutorial maybe? I was wanting to focus a lot on how the UI integrates with the TDC because a lot of SH players coming over know how the dials work. I talk about manual dial settings as well (in my follow-up TDC discussion), I think folks will get a decent understanding of how they are working together.

    • @IanJones-hu7rn
      @IanJones-hu7rn หลายเดือนก่อน +1

      ​@@xljedi2335you are giving your crew the info snd the firing solution why would you want to turn dials on the tdc too?

    • @xljedi2335
      @xljedi2335  หลายเดือนก่อน

      @@IanJones-hu7rn because there are some things about the attack scope E-lock interface that I like, and some things I don't. You need to understand how it interfaces with the C-37 and works like a whiz wheel to update the AoB in the display, but not in the TDC. The TDC dials are also a bit of a pain to use, the chronometer is handy, the stad is useful. There are tools associated with E-lock that are handy. The E-lock interface also stores data contact-by-contact, so you can log info about multiple ships at the same time. I don't consider that attack scope input "giving my crew info" I consider it logging an observation for a selected target. Whether or not I decide to send it to the TDC is at my control. The biggest roadblock players have with this game is understanding how the target E-Lock UI interfaces with the TDC. I might like to store the distance to multiple targets. Do you think there's a difference between me entering 1000m in the Attack Scope input and clicking a button to send it to the TDC vs going to the TDC myself and turning an irritating distance dial? The biggest drawback to E-lock is that if I don't tell it the type of ship, it won't let me fire a torpedo. So it's important to know what it is good for and not so good for.

  • @kerguule
    @kerguule 28 วันที่ผ่านมา

    Have you tried the stern torpedo yet with the type 7B? Was playing today and had enemy ship almost behind at my 180 with 90 left aob and 500m, I chose tube 5, set parallax to behind and everything. The gyro should have been close to few degrees but it was all over the place. I have no problems with the bow torpedoes. Also, I could not find the valve to flood the tube manually from the stern position?

    • @xljedi2335
      @xljedi2335  28 วันที่ผ่านมา +1

      Check the fire control panel to make sure your firing solution was going to the stern torpedo. ...while there, make sure the two switches at left are correctly set, and then the one at far right. You can manage the salvo settings at the attack scope.

    • @kerguule
      @kerguule 28 วันที่ผ่านมา +1

      @@xljedi2335 Have to try again tomorrow but I'm pretty sure I checked everything as I saved before the shot, loaded and tried like 20 times... Did some googling and found this: "However, stern angle receiver is not yet implemented (bow angle receiver is functioning properly)"

    • @xljedi2335
      @xljedi2335  28 วันที่ผ่านมา

      @@kerguule It is implemented. Usually switches on its own though.

    • @kerguule
      @kerguule 27 วันที่ผ่านมา

      ​@@xljedi2335 Checklist:
      Empire Explorer at bearing 180 degrees
      TDC settings:
      Speed 7.9 knots
      aob 85 to 90 left
      Distance 750m
      Parallax to backward, tdc right lever down to track attack scope
      Fire ctrl box:
      Transmitter attack scope
      gyro receiver stern
      Tube V
      Salvo off
      Launch lever bridge
      Stern torpedo launcher:
      No button to flood? --> flooding from the scope screen
      Back to the TDC and my gyro gives 154 degrees after the sync. Torpedo makes 154 turn and miss...

    • @kerguule
      @kerguule 27 วันที่ผ่านมา

      I think they have not finished the aft controls yet.