For the chart, there is a nice hint there: if you are travelling at 1.5kt and it starts at 2kt, you can check the 15kt line and divide by 10. At 15kt travelling for 5 min, target will cover 2.315 m. At 1.5kt, you will cover 231,5m. No hardcore math involved. ;) BTW, thanks for the tutorial. I'm still struggling to find and sink ships in this game.
You also can find out the the AOB with RAOBF and then u turn the angle of bow in the attack disc then you can read the Course of the ship without to make 2 points on the map, thats more precise Then you draw it at the map, if u know the distance with only one point..Then you also can read at the attack disc which course you need for a 90 degress shot left bow or right bow.If you dont have front Torpedos loaded only back, you also can read the course for a 90 degrees shot from the back. The target speed can you compare between 2 differnet kinds at the same time to be sure which speed has the ship. You use the clock with meter circles (rightclick at the clock i think) and clock the time (read it how much meters) , then you turn at RAOBF the seconds on the length of the ship and read it. So you are more precise at 2 important parameters Time and Course of the ship.
Just as I wanted to play SH5 again I find this video, honestly thank you from the bottom of my socks, these videos are exactly what I've been looking for.
Also just to ask if you're planning to do any more tutorials? I only ask as I tend to find watching videos for stuff like this to be way more effective than wading through readme files and webpages, for stuff like this anyway. Thanks again dude, you're an absolute legend. The first convoy I take out shall be in your honour!
I have a few more ideas. But I don't know when I get the time for it. Unfortunately, I have a lot of interests and projects that take a lot of time. I'm glad it helped you. Good hunting.
ThaineFurrows It's cool mate, there's no rush. I understand these things take time to do, especially well. Cheers again for the help mate, my shooting has come on leaps and bounds since.
at 22:20 ish, you say you need to input the speed as 60 - where or what do you mean, i thought it was going around 9 knots? Nvm you meant to say course, i get it now ;)
Thanks for this video, much appreciated. Helped me immensly in my playthrough. I know it's and old one, but would you consider returning to SH5 and making a video on convoy attack tactics and planning? Especially in regards to Wolves of Steel modpack with real navigation
Hi, first off, thanks for the tutorial. Super interesting :)! I am confused about a few things, but I will try to stick to one question: Why was is not necessary to look at the gyro angle to fire the torpedo, once it hits 0° 0°? I was under the impression that that had to be the key tool when to launch the torpedo. Or is that only necessary when you want to really go for an actual 90° broadside hit? Also, in my case, I am playing with TWOS and Real Nav. I don't recall ever seeing the TAI (that little mini map to drag out to do some drawings). So I don't know if I can even use this method you mentioned. Until now, I've focued on launching when the gyro hits 0°, but also doing crazy eyeballing and frequent course adjustments. Which is quite "sloppy and wrong" compared to this more elegant mathematical approach.
He launched them a tad early because of distance concerns resulting in a somewhat steep impact angle. The probably best moment to launch torpedoes against a ship coming towards an aprox angle of bow 90 is when your gyroangle dial in the lower left shows 0.
Hello! Nice vids! :) I can't help but think you might enjoy trying to do your trigonometric and general calculations yourself on a slide rule, it's good fun and could make your sessions even more immersive (or masochistic, depends of your point of view). Keep up the good work! ;)
Glad you liked it. Actually, I do my arithmetic calculations with a Technikus 100 Slide disk: s-media-cache-ak0.pinimg.com/736x/8d/1f/74/8d1f749e49b473129ebdef1d28fb730f.jpg I use the Attack Disk for angle solving and some in-game tables for the calculation of sin and cos. As you will see in one of the next videos. ;)
Wow! That's a sweet Slide disk! Seems much more intuitive to use than my straight rule (Pickett 500). Interesting game though. Seems to be nicely slow-paced and technical. Must try it.
Excellent tutorial! It's worth noting that once you have AOB and speed, you can fudge the range by shooting along a bearing that results in a gyro angle of exactly 0. I'm not sure why this is, but the range seems to null-out of the equation in that situation. Or is that only when on a 90-degree relative course?
Louis Chapman Probably a dead thread here but I always try to line up a 90degree shot so the gyro is at 0. Less room for mechanical error. This is essentially 'leading the target' so speed is still quite critical.
Brian Jones If you still having problems with this maybe I can help. Click the 'chart' icon on the right. The ship ID book should be selected by default and you might see a little tab appear on the left hand side of the screen (I think that is default). Click and drag this tab and you will hopefully have the book. If not, you might have to select the ID book from the drop down list when you click the chart icon on the right.
Yeah, sorry that my SH5 videos are not really up your Ally. Btw, I looked at your channel and spotted some Cliffs of Dover videos. Particularly one with No64_Venom from ACG. Did you fly with them back in the days?
Definition of 'Irony' : An Englishman, who's grandfather served on the Atlantic convoys in WWII, enjoying a video in 2017, from the safety of his own home, made by a German, containing expert and entertaining information, on how to sink British ships in Atlantic convoys, in a Submarine simulation. I sincerely hope you are German, or the whole thing is ruined :-) But anyway, what would our grandfathers say about this I wonder.
Yes, I'm German. And I'm glad you enjoyed the video. I never knew my granddads. So I'm not sure what they would say. I think one of the things we can do is to understand the opposite side. Well, this video doesn't really help with that, since it's rather technical. But I can tell you that I have a equally great fascination for the Codebreakers at Bletchley Park. And additionally I flew the last three years for the virtual RAF during the AirCombatGroup campaign. So that's what I live by. Get to understand all sides of the conflict.
If I may recommend you two more videos, one I produced myself ruclips.net/video/qhe-G4rDLFE/видео.html and one that another ACG member (Bonkin) produced ruclips.net/video/v6u4JxgE2S4/видео.html
These are excellent. Thanks. Have you visited Bletchley Park? I visited there last year and was pleased to see the sad decay of years past has been reversed. I mostly made my visit because (as you know) this is where we invented the worlds first electronic computer, and then didn't tell anyone ... which (being a software engineer by profession), I find highly amusing.
I was there a year ago. Quite a few ACG members meet once a year on a weekend to visit the Duxford Flying Legends Show. On the other day we visit usually a museum and it was Bletchley Park.
just started playing this game and never hit my target after watching this i'm thinking holy hell a bit more realistic than i was hoping for so is there a mod or a easy mode for idiots? yep i need idiot mode lol
this is a modded version of the game......a mod which fixes a lot of bugs and makes the game MUCH MUCH MUCH more realistic (mod is called "wolves of steel") the stock game does have an "easy mode"....... on the small map in the bottom left.......you will see a line that extends from your ship with 1, 2, 3 on it enemy ships will also have a line with 1,2,3 if you put the 3 over the 3 (or 2 over the 2......1 over the 1) and fire...... you will hit EXACTLY where your periscope's cross-hairs are if the target is going to cross between the 2 and 3.....say half way between 2 and 3...... then you cross the two lines at 2.5 (half way between 2 and 3 on BOTH lines) and fire here is a video which describes this a bit more.. ruclips.net/video/x6In78H5RyQ/видео.html ALSO.... here is a 2nd video which is a bit more complicated..... but will automatically "line up" the two lines ruclips.net/video/GBgZOTp16j4/видео.html
PS..... if you "upgraded" your crew...... your torps wont hit correctly this is why, in the 2nd video i linked........ he aims for the ass of the ship, but hits it in the front he has upgraded his crews skills to make the torps slightly faster........so he has to aim farther back, because the trops get their sooner the game's "auto aim" doesnt take the crew skill effect into account......so either dont upgrade the trop guys skills.... or just aim at the ass of the ship
For the chart, there is a nice hint there: if you are travelling at 1.5kt and it starts at 2kt, you can check the 15kt line and divide by 10.
At 15kt travelling for 5 min, target will cover 2.315 m. At 1.5kt, you will cover 231,5m. No hardcore math involved. ;)
BTW, thanks for the tutorial. I'm still struggling to find and sink ships in this game.
You also can find out the the AOB with RAOBF and then u turn the angle of bow in the attack disc then you can read the Course of the ship without to make 2 points on the map, thats more precise Then you draw it at the map, if u know the distance with only one point..Then you also can read at the attack disc which course you need for a 90 degress shot left bow or right bow.If you dont have front Torpedos loaded only back, you also can read the course for a 90 degrees shot from the back. The target speed can you compare between 2 differnet kinds at the same time to be sure which speed has the ship. You use the clock with meter circles (rightclick at the clock i think) and clock the time (read it how much meters) , then you turn at RAOBF the seconds on the length of the ship and read it. So you are more precise at 2 important parameters Time and Course of the ship.
A huge thanks to you, your SH5 videos are superb. The most comprehensive on RUclips ! Great work.
Just as I wanted to play SH5 again I find this video, honestly thank you from the bottom of my socks, these videos are exactly what I've been looking for.
Also just to ask if you're planning to do any more tutorials? I only ask as I tend to find watching videos for stuff like this to be way more effective than wading through readme files and webpages, for stuff like this anyway.
Thanks again dude, you're an absolute legend. The first convoy I take out shall be in your honour!
I have a few more ideas. But I don't know when I get the time for it. Unfortunately, I have a lot of interests and projects that take a lot of time.
I'm glad it helped you. Good hunting.
ThaineFurrows
It's cool mate, there's no rush. I understand these things take time to do, especially well.
Cheers again for the help mate, my shooting has come on leaps and bounds since.
at 22:20 ish, you say you need to input the speed as 60 - where or what do you mean, i thought it was going around 9 knots?
Nvm you meant to say course, i get it now ;)
Insane skills
Thanks for this video, much appreciated. Helped me immensly in my playthrough. I know it's and old one, but would you consider returning to SH5 and making a video on convoy attack tactics and planning? Especially in regards to Wolves of Steel modpack with real navigation
Very very good and helpful. Thanks for the video :)
Hi, first off, thanks for the tutorial. Super interesting :)!
I am confused about a few things, but I will try to stick to one question:
Why was is not necessary to look at the gyro angle to fire the torpedo, once it hits 0° 0°?
I was under the impression that that had to be the key tool when to launch the torpedo. Or is that only necessary when you want to really go for an actual 90° broadside hit?
Also, in my case, I am playing with TWOS and Real Nav. I don't recall ever seeing the TAI (that little mini map to drag out to do some drawings). So I don't know if I can even use this method you mentioned. Until now, I've focued on launching when the gyro hits 0°, but also doing crazy eyeballing and frequent course adjustments.
Which is quite "sloppy and wrong" compared to this more elegant mathematical approach.
I still didn't get how you understand when it is right moment to launch torpedo... Probably need to watch again..
He launched them a tad early because of distance concerns resulting in a somewhat steep impact angle. The probably best moment to launch torpedoes against a ship coming towards an aprox angle of bow 90 is when your gyroangle dial in the lower left shows 0.
Hello! Nice vids! :) I can't help but think you might enjoy trying to do your trigonometric and general calculations yourself on a slide rule, it's good fun and could make your sessions even more immersive (or masochistic, depends of your point of view). Keep up the good work! ;)
Glad you liked it. Actually, I do my arithmetic calculations with a Technikus 100 Slide disk: s-media-cache-ak0.pinimg.com/736x/8d/1f/74/8d1f749e49b473129ebdef1d28fb730f.jpg
I use the Attack Disk for angle solving and some in-game tables for the calculation of sin and cos. As you will see in one of the next videos. ;)
Wow! That's a sweet Slide disk! Seems much more intuitive to use than my straight rule (Pickett 500). Interesting game though. Seems to be nicely slow-paced and technical. Must try it.
Excellent tutorial! It's worth noting that once you have AOB and speed, you can fudge the range by shooting along a bearing that results in a gyro angle of exactly 0. I'm not sure why this is, but the range seems to null-out of the equation in that situation. Or is that only when on a 90-degree relative course?
Louis Chapman Probably a dead thread here but I always try to line up a 90degree shot so the gyro is at 0. Less room for mechanical error. This is essentially 'leading the target' so speed is still quite critical.
its called "dick O'Kane attack" or "decocain attack"
ruclips.net/video/dVG2lAn15L8/видео.html
Thanks for the video is there any way to activate the book for ship recognition with TWOS mod?
Brian Jones If you still having problems with this maybe I can help. Click the 'chart' icon on the right. The ship ID book should be selected by default and you might see a little tab appear on the left hand side of the screen (I think that is default). Click and drag this tab and you will hopefully have the book. If not, you might have to select the ID book from the drop down list when you click the chart icon on the right.
Very nice video! Thank you very much!
gee I love the low level mumbling....like we're engaged in pillow talk in bed with the lights off for god's sake
Yeah, sorry that my SH5 videos are not really up your Ally. Btw, I looked at your channel and spotted some Cliffs of Dover videos. Particularly one with No64_Venom from ACG. Did you fly with them back in the days?
Thanks helped me very much :)
Just Started playing SH5...question what Mods are you running..?????.my Vanilla Screen looks MUCH different...
Thanks
Puck
He's running "The Wolves of Steel" modpack which you can find on subsim forum. Just register for free and download it.
This whole video might as well have been in latin. I have more questions now then when i started.
I was hoping to make it very clear. What are your questions?
Well, I think I am picking it up.
Definition of 'Irony' : An Englishman, who's grandfather served on the Atlantic convoys in WWII, enjoying a video in 2017, from the safety of his own home, made by a German, containing expert and entertaining information, on how to sink British ships in Atlantic convoys, in a Submarine simulation. I sincerely hope you are German, or the whole thing is ruined :-) But anyway, what would our grandfathers say about this I wonder.
Yes, I'm German. And I'm glad you enjoyed the video. I never knew my granddads. So I'm not sure what they would say. I think one of the things we can do is to understand the opposite side. Well, this video doesn't really help with that, since it's rather technical. But I can tell you that I have a equally great fascination for the Codebreakers at Bletchley Park. And additionally I flew the last three years for the virtual RAF during the AirCombatGroup campaign. So that's what I live by. Get to understand all sides of the conflict.
Jolly good show old chap :-) and thanks for the excellent vids.
If I may recommend you two more videos, one I produced myself ruclips.net/video/qhe-G4rDLFE/видео.html and one that another ACG member (Bonkin) produced ruclips.net/video/v6u4JxgE2S4/видео.html
These are excellent. Thanks. Have you visited Bletchley Park? I visited there last year and was pleased to see the sad decay of years past has been reversed. I mostly made my visit because (as you know) this is where we invented the worlds first electronic computer, and then didn't tell anyone ... which (being a software engineer by profession), I find highly amusing.
I was there a year ago. Quite a few ACG members meet once a year on a weekend to visit the Duxford Flying Legends Show. On the other day we visit usually a museum and it was Bletchley Park.
Jesus christ I'm so dumb I'm gonna die. Navigating is okay, but this count the speed thing is killing me.
then play with real navigation off or map contact updates until you get better in math and Sh5
just started playing this game and never hit my target after watching this i'm thinking holy hell a bit more realistic than i was hoping for so is there a mod or a easy mode for idiots? yep i need idiot mode lol
this is a modded version of the game......a mod which fixes a lot of bugs and makes the game MUCH MUCH MUCH more realistic (mod is called "wolves of steel")
the stock game does have an "easy mode"....... on the small map in the bottom left.......you will see a line that extends from your ship with 1, 2, 3 on it
enemy ships will also have a line with 1,2,3
if you put the 3 over the 3 (or 2 over the 2......1 over the 1) and fire...... you will hit EXACTLY where your periscope's cross-hairs are
if the target is going to cross between the 2 and 3.....say half way between 2 and 3...... then you cross the two lines at 2.5 (half way between 2 and 3 on BOTH lines)
and fire
here is a video which describes this a bit more.. ruclips.net/video/x6In78H5RyQ/видео.html
ALSO.... here is a 2nd video which is a bit more complicated..... but will automatically "line up" the two lines
ruclips.net/video/GBgZOTp16j4/видео.html
PS..... if you "upgraded" your crew...... your torps wont hit correctly
this is why, in the 2nd video i linked........ he aims for the ass of the ship, but hits it in the front
he has upgraded his crews skills to make the torps slightly faster........so he has to aim farther back, because the trops get their sooner
the game's "auto aim" doesnt take the crew skill effect into account......so either dont upgrade the trop guys skills....
or just aim at the ass of the ship