WHERE HAS THIS VIDEO BEEN HIDING?!?!?! Here I am in 2022 enjoying the game a load more after watching this video. Honestly the best guide for calculating AoB and manual firing tops.
There is something about the feeling when you finally do the calculations manually and with no help from the WO in this game that is unlike anything else. It’s like making music for me. Thank you for this video!
What a great video! Using the game AI to set-up torpedo shots gets boring after a while. I love trigonometry and using it to solve attacks on moving targets takes this sim to a new level! You gave a solid answer to what AOB is, which has been a point of confusion for me. Can't wait to watch the other videos! Thanks brother!
I have just joined SH3/GWX3.0 _ MaGui F and thank you very much for your videos. They are for beginners very helpful. I am putting your instructions down to paper. Should I have any questions I would be grateful if I may point them out here on youtube. Thank you again! :)
I prefer the Dick O'Kane targeting method. Much easier; distance to target doesn't matter. Need only target speed and preset AOB to 15 or 345 degrees. I've seen videos sinking a target at over 3000 yards and never raise the scope.
Great video series! I would just like to point out one small common error. When you do a torpedo attack with a close to zero gyro angle (like you did) then range does not matter. But when you cannot turn the nose of your sub to give you a zero Gyro angle then range becomes more and more important. What I’m saying is the further you are away from A zero Gyro angle the more critical range becomes because the torpedo has to turn and go down a bearing to meet the target ship. With a zero Gyro angle the torpedo never has to turn. With a large Gyro angle the torpedo has to turn more and more and that is when the range becomes critical.
woh ahoy, Thanks for sharing tavarishch 🤙 but i'm a little bit confuse with 0.22' because i spotted the ('/apostrophe) symbol, just like the symbol for ft, is that a constant value or a rule of thumb? Anyway for users/viewers who still confuse about the imperial unit of Nautical Mile's constant value whether it's 1.852 or 1.944? As mentioned in this video, yup it is 1.852 (1.852 meters or 1,8 Km). Why it becomes 1.9xx?, it is because _the rules of significant figures and scientific notation_ lesson in Physics: *8 is rounded up to 9, because we got 5 behind number 8 (the rules of significant figures). *the ,852xxxxxx,...ect or point ,9xxxxxxxxxx,..ect is just the estimated number behind the (,) comma symbology. For more detail, google/scientific notation & significant figures, hope it's help folks ✌
Yo what mods are you running here? So far my favorite subsim channels for this kinda stuff is your channel (Bstanko) and this german guy (Tonci87) that does stuff for SH4/5, he really explains the AOB tool and the Attack Disk for Steel Wolves very well.
عمل رائع . من اصعب الالعاب اذ لم تكن الاصعب في العاب الغواصات و مع ذلك تستطيع صنع شرح لكيفية التصويب يدويا . و لكن بها عيب واحد هو عدم الواقعية في كمية الذخيرة لدي الاعداء يستطيع العدو اسقاطك بقنابل الاعماق الي ما لا نهاية و هذا عيب كبير في ظل الواقعية المبالغ فيها في كل شيئ .
How come when my TDC button is green, moving the periscope doesn't change the gyro angle, aob or anything like it does on yours, however, when it is red, it still doesn't change the aob or anything but it will then change the gyro angle, but the only way to set it to zero is to point it right ahead which just makes the torpedo fire right ahead?
Wheelie Bin are you using the same GUI as in my video? If so that is a mod and may require a secondary mod for your resolution. It’s been a long time I’ve used MAGUI F.
This TDC button you keep clicking between Red and Green. My Uboat doesn't have one of those on my periscope screen or on my manual Torpedo targeting screen either. Is this a mod you're using or is my Uboat simply an older model than the one you're using here?
you use the lock when you have all information, hopefully accurate. Then when you press the lock you actually "mate" the TDC with your periscope, so when you move the scope, the TDC updates with it.
Will Lauzon you don't have to, but if the gyro is off, it causes the torpedo to turn, which causes more inaccurate shots. You want to shoot straight and let the target collide with the torpedo.
One more thing, shouldn´t the formula be (lenght of ship/Time) * 1,852? Because if you use your formula in the video considering multiplication/division before addition/substraction you come up with another number.
Unfortunately I despise GWX. I never got it to work years ago. I restarted, reinstalled, and fiddled with that mod more times than play it. I use NYGM. Sorry. Literally no other mod gives me more headaches than GWX.
@@SH3Bstanko6 No problem. Someone from the Subsim Discord channel helped me. Btw thanks for your videos I still learned many things since I am only new to this game and wanted to play manually.
@@Ratintheflat I got the formula but skeptical about it cuz the formulas answer is different from the actual range when i tried it in the naval academy
How to I get rid of the automatic system, where it does everything you did in the video automatically, because I started with the automatic version.? And how to you get the German voices, and why do your instruments look so different than mine, for example your chronometer looks much better than mine, do you have mods so yes what mods? I subscribed by the way.
SH3 Bstanko6 o I am sorry. I am so stupid. I thought you had to do something in game or something like that. Thank you so much for responding so quick. Haha
Thanks for the video. but i think if you are 90 Deg on target you get the best measurement. of speed. just the part of Range i do not get completely yet.
Duntrew of course 90 deg is awesome but only in a perfect world as the target keeps moving. Range takes experience. The way I teach outside of the RAOBF wheel is my way after experimenting with the math. You will find your own method the longer you play.
Thanks, what about the torpedo speed. i see 30 ,.., 44 knots. Do your calculation automatically swap over? cause obviously your torpedo goes faster or slower. and thus arriving on different times at target position.
@@jobu175 if you are using auto targeting then yes. If manual, no. You have to input target speed, AOB, and range into the TDC. I have videos for all of that. Good luck!
Why did you set your range to 10 on the dial in the bottom right corner when the ship was around 1km away. That confused me. What are the units on the range dial?
@@SH3Bstanko6 I thought that may have been the case, I couldn't see a x100 indicator near the dial. Thanks for taking the time to reply and make these videos, they've really helped.
Hey I'm not trying to be a jerk or anything, but I am honestly confused here because I thought that green button in the center of your dials is the button for 'automatic targeting' (or "crew targeting", to be more accurate). See how the dials snap to the correct numbers as soon as you click it? To test this, since I was trying to learn manual targeting from your videos, I entered wildly inaccurate numbers for my targeting (AOB wrong, and to port, not starboard; 24km range for a 1.6km target, 12Kts speed for 5Kts actual), clicked the green button, and everything snapped to its correct value, allowing me to score a hit. This tells me none of the adjustments I made when under manual control meant anything. After researching this more, I'm beginning to believe (again, not being a jerk) that this whole tutorial video didn't accomplish its goal. To manually target, you need a range to impact & speed of torpedo to solve for the lead angle using the Law of Sines.
Samuel Taylor I’ll start with you last comment. You are right... it’s sines. Range, speed, and angle on the bow (AOB). That is manual targeting. I have many videos that teaches how to find range, speed, and AOB separately. My intention with my videos is to make this process easy for visual learners who may have difficulty processing numbers like me. I merely teach how to use the equipment that gets the numbers you need. Now the only green button in this video are the torpedo tubes. The red button is the lock button. I don’t know how your options are set up. That is unusual. If you do not unlock the periscope from the TDC, and play with the numbers, it will snap back, that is the only thing I can think of. Hope I answered you.
emir atis range is in meters and each number represents something different depending on what you are trying to find. Again explained in video. It would take a while for me to explain here.
Are you sure about that? I think that if your aob is not 90 then the ship appears shorter but also part of its movement is in the third dimension so it appears slower
Дмитрий Шабан I have heard this error before. But I really do not understand where 1.946 comes in. I have even tried using that number and get errors. 1.852 is accurate for me. Could you provide resources?
Look en.wikipedia.org/wiki/Knot_(unit) Table "Conversions between common units of speed" After measurements you have distance in meters and time in seconds. Then speed is in m/s.Your task is convert speed from m/s to knot. At table "Conversions between common units of speed" cross of row "1 m/s =" and column "knot" give you factor 1.943844. (1.852 is factor for km/h).
Дмитрий Шабан the difference is that 1.94 is the international "knot" introduced after 1954. The 1.852 I use is the metric measured knot. I have used 1.94 and I never quite get the accuracy needed. But if it works for you... by all means I hope you rack up many tons.
@@SH3Bstanko6 1 knot equals 1 nautical mile, which is in fact 1852 meters and it is not a speed measure, it is a longitude measure... Therefore it is already in meters. Knots it is a composite measure that could be detailed as knots/hour (or in fact nautical miles / hour) but in fact 1852 meters / hour it is also correctcorrect to use it as longitude measurement Therefore: 1 knot = 1852 meters or 1.852 kilometers over 1 hour or 60 minutes or 3600 seconds 1 knot / hour = 1852 meters/hour, or 1.852 km/h if you are calculating a distance on a ship (meters) over a given time lapse (seconds) you can divide meter over 1852 to extract a correct knot (nautical mile distance) equivalence... so an example for a ship moving at 6knot/h would be: 6kn/h = (that means 1852m * 6) 11112 m/h = ( 185.2 m/m)... so a 90-meter length ship will do his own length in something around 30 secs in fact another way to measure speed for TDC is to take 30sec sample starting by the ship's bow... even if the ship ain't finished passing or if it has passed completely, you can estimate pretty close the actual speed (that comes in handy when u-boot has still to be positioned correctly) by multiplying by 2 the distance traveled (that way you can quickly check with the auxiliary chart that contains meter/minute for 1 up to 30knots in the navmap on GWX3)
@@SH3Bstanko6 the thing is I didint confirm it and just blew it up by torpedo so I got nothing btw how much 88 shells does it take to sink a supply ship I shot alot by the 88 but still it doesn't sink
@@potato23116 hey there, so ships have zones, where damage can be greater or less depending where you hit. It can take a few shots, say if you strike the fuel storage, or it can take every round! I advise striking below the water line. Aim so the shot just hits the water and then the ship. It will take on damage, and eventually sink. But again, if you hit the wrong spots, it can take forever!
Yeah, I’ve had this convo in the past. You are right, but I don’t think the developers set it that way. If you experiment… you will hit more accurately at 1.85. I’ve must have shot at the academy more times than I can count… 1.85 is deadly accurate.
WHERE HAS THIS VIDEO BEEN HIDING?!?!?!
Here I am in 2022 enjoying the game a load more after watching this video. Honestly the best guide for calculating AoB and manual firing tops.
Finally i got the knowledge!My first shoot was a hit from 2 and half km...because of your video!Thank you Sir!
Glad to hear it! I hope all my videos help you in some way!
There is something about the feeling when you finally do the calculations manually and with no help from the WO in this game that is unlike anything else. It’s like making music for me. Thank you for this video!
What a great video! Using the game AI to set-up torpedo shots gets boring after a while. I love trigonometry and using it to solve attacks on moving targets takes this sim to a new level! You gave a solid answer to what AOB is, which has been a point of confusion for me. Can't wait to watch the other videos! Thanks brother!
Ross Babcock thank you! Hope you like the other vids.
I have just joined SH3/GWX3.0 _ MaGui F and thank you very much for your videos. They are for beginners very helpful. I am putting your instructions down to paper. Should I have any questions I would be grateful if I may point them out here on youtube. Thank you again! :)
Thanks for the help. I hit exactly where it was supposed to and on a small merchant too. I was not understanding the tdc lock but got it now.
Next multi targeting and aft torpedos
oh right... lead is just a function of angular rates... so all you really need is angle, torpedo velocity and target velocity :)
I prefer the Dick O'Kane targeting method. Much easier; distance to target doesn't matter. Need only target speed and preset AOB to 15 or 345 degrees. I've seen videos sinking a target at over 3000 yards and never raise the scope.
Thanks for this great series! Helped immensely
I learn so much from these videos! Your a great teacher :)
Thank you!
Great video series! I would just like to point out one small common error.
When you do a torpedo attack with a close to zero gyro angle (like you did) then range does not matter. But when you cannot turn the nose of your sub to give you a zero Gyro angle then range becomes more and more important. What I’m saying is the further you are away from A zero Gyro angle the more critical range becomes because the torpedo has to turn and go down a bearing to meet the target ship. With a zero Gyro angle the torpedo never has to turn. With a large Gyro angle the torpedo has to turn more and more and that is when the range becomes critical.
James Lanz I appreciate the information. Thank you for letting me know.
Have you switched to SH-5 with the WOS mod yet?
James Lanz I never played SH5 vanilla! It sounded terrible. I went straight to TWoS, and never looked back!
@@SH3Bstanko6 What's TWos?
Squirrel Attackspidy the Wolves of Steel mod found at subsim.com its for SH5.
Jesus this is better than the game tutorial nicely done!!
William Walsh thank you!
woh ahoy, Thanks for sharing tavarishch 🤙
but i'm a little bit confuse with 0.22' because i spotted the ('/apostrophe) symbol, just like the symbol for ft,
is that a constant value or a rule of thumb?
Anyway for users/viewers who still confuse about the imperial unit of Nautical Mile's constant value
whether it's 1.852 or 1.944? As mentioned in this video, yup it is 1.852 (1.852 meters or 1,8 Km).
Why it becomes 1.9xx?,
it is because _the rules of significant figures and scientific notation_ lesson in Physics:
*8 is rounded up to 9, because we got 5 behind number 8 (the rules of significant figures).
*the ,852xxxxxx,...ect or point ,9xxxxxxxxxx,..ect is just the estimated number behind the (,) comma symbology.
For more detail, google/scientific notation & significant figures, hope it's help folks ✌
hello, please tell me where did you download the mod for the periscope with TDC?
Subsim.com
Ty for this. Good walkthrough.
Yo what mods are you running here? So far my favorite subsim channels for this kinda stuff is your channel (Bstanko) and this german guy (Tonci87) that does stuff for SH4/5, he really explains the AOB tool and the Attack Disk for Steel Wolves very well.
عمل رائع .
من اصعب الالعاب اذ لم تكن الاصعب في العاب الغواصات و مع ذلك تستطيع صنع شرح لكيفية التصويب يدويا . و لكن بها عيب واحد هو عدم الواقعية في كمية الذخيرة لدي الاعداء يستطيع العدو اسقاطك بقنابل الاعماق الي ما لا نهاية و هذا عيب كبير في ظل الواقعية المبالغ فيها في كل شيئ .
Pls can you give me the list of the mod
How come when my TDC button is green, moving the periscope doesn't change the gyro angle, aob or anything like it does on yours, however, when it is red, it still doesn't change the aob or anything but it will then change the gyro angle, but the only way to set it to zero is to point it right ahead which just makes the torpedo fire right ahead?
you must have an issue with a mod. Green means your TDC is locked to the scope.
SH3 Bstanko6 I don’t have any mods
Wheelie Bin are you using the same GUI as in my video? If so that is a mod and may require a secondary mod for your resolution. It’s been a long time I’ve used MAGUI F.
SH3 Bstanko6 nah I’m using the default UI so I have to switch between the attack scope and my TDC, everything is default
Wait how do I get the tdc on the periscope?
You have to download a GUI to get that. Vanilla SH3 does not have the dials in view! The one I use is MAGUI F.
This TDC button you keep clicking between Red and Green. My Uboat doesn't have one of those on my periscope screen or on my manual Torpedo targeting screen either. Is this a mod you're using or is my Uboat simply an older model than the one you're using here?
Ahh. I don't have tdc controls on my scope. I have to switch to the tdc map. So I would use the lock button?
you use the lock when you have all information, hopefully accurate. Then when you press the lock you actually "mate" the TDC with your periscope, so when you move the scope, the TDC updates with it.
@@SH3Bstanko6 holy shit. No wonder the shots are off
So I enter my data. It's all good. Then I lock the scope and fire when the gyro lines up.
Will Lauzon you don't have to, but if the gyro is off, it causes the torpedo to turn, which causes more inaccurate shots. You want to shoot straight and let the target collide with the torpedo.
One more thing, shouldn´t the formula be (lenght of ship/Time) * 1,852? Because if you use your formula in the video considering multiplication/division before addition/substraction you come up with another number.
Rücklicht I’m not adding or subtracting anything. So order of operations is maintained. You divide, then multiply.
@@SH3Bstanko6 Okay, talking about the Magui mod, do you know any way to combine the magui mod with a 1080p resolution? Possibly with GWX 3.0?
Rücklicht I don’t use GWX. Always thought it was garbage. I use NYGM and Ahnanerbe mods. Much better.
Is this the vanilla game or are mods running? My attack periscope screen doesn't look anything like that.
Hi... the mega mod is NYGM. This GUI is MAGUI F. Hope this helps.
Thank You ;) most helpful
Can you help me with mine? I installed gwx mod and the zoom is 10x. I can't compute it accurately
Unfortunately I despise GWX. I never got it to work years ago. I restarted, reinstalled, and fiddled with that mod more times than play it. I use NYGM. Sorry.
Literally no other mod gives me more headaches than GWX.
@@SH3Bstanko6 No problem. Someone from the Subsim Discord channel helped me. Btw thanks for your videos I still learned many things since I am only new to this game and wanted to play manually.
@@RamentooSpicy glad they help you
@@RamentooSpicy Hi,can u share me the info what u get from Subsim about z00m x 10,and where is the green red button in GW?
@@Ratintheflat I got the formula but skeptical about it cuz the formulas answer is different from the actual range when i tried it in the naval academy
How to I get rid of the automatic system, where it does everything you did in the video automatically, because I started with the automatic version.? And how to you get the German voices, and why do your instruments look so different than mine, for example your chronometer looks much better than mine, do you have mods so yes what mods?
I subscribed by the way.
Karel Wok you just go into options to adjust your game and how you want it.
SH3 Bstanko6 o I am sorry. I am so stupid. I thought you had to do something in game or something like that. Thank you so much for responding so quick. Haha
Thanks for the video. but i think if you are 90 Deg on target you get the best measurement. of speed. just the part of Range i do not get completely yet.
Duntrew of course 90 deg is awesome but only in a perfect world as the target keeps moving. Range takes experience. The way I teach outside of the RAOBF wheel is my way after experimenting with the math. You will find your own method the longer you play.
Thanks, what about the torpedo speed. i see 30 ,.., 44 knots. Do your calculation automatically swap over? cause obviously your torpedo goes faster or slower. and thus arriving on different times at target position.
Duntrew the TDC adjusts the “shoot” bearing. That is the bearing you would launch so that the torp hits at 0 degrees of your boat.
What mods do you use? Good and helpful video :)
In SH3 I use NYGM for megamod and MAGUI F for GUI
@@SH3Bstanko6 thanks! And one stupid question, but when i fire the torpedo, does it go on that direction, where i head on my periscope?
@@jobu175 if you are using auto targeting then yes. If manual, no. You have to input target speed, AOB, and range into the TDC. I have videos for all of that. Good luck!
Why did you set your range to 10 on the dial in the bottom right corner when the ship was around 1km away. That confused me. What are the units on the range dial?
David Thomas the dial is in meters. The numbers on the dial are x 100. So 10 on the dial x 100 = 1000 meters. Hope that helps.
@@SH3Bstanko6 I thought that may have been the case, I couldn't see a x100 indicator near the dial. Thanks for taking the time to reply and make these videos, they've really helped.
Hey I'm not trying to be a jerk or anything, but I am honestly confused here because I thought that green button in the center of your dials is the button for 'automatic targeting' (or "crew targeting", to be more accurate). See how the dials snap to the correct numbers as soon as you click it?
To test this, since I was trying to learn manual targeting from your videos, I entered wildly inaccurate numbers for my targeting (AOB wrong, and to port, not starboard; 24km range for a 1.6km target, 12Kts speed for 5Kts actual), clicked the green button, and everything snapped to its correct value, allowing me to score a hit. This tells me none of the adjustments I made when under manual control meant anything.
After researching this more, I'm beginning to believe (again, not being a jerk) that this whole tutorial video didn't accomplish its goal. To manually target, you need a range to impact & speed of torpedo to solve for the lead angle using the Law of Sines.
Samuel Taylor I’ll start with you last comment. You are right... it’s sines. Range, speed, and angle on the bow (AOB). That is manual targeting. I have many videos that teaches how to find range, speed, and AOB separately. My intention with my videos is to make this process easy for visual learners who may have difficulty processing numbers like me. I merely teach how to use the equipment that gets the numbers you need.
Now the only green button in this video are the torpedo tubes. The red button is the lock button. I don’t know how your options are set up. That is unusual. If you do not unlock the periscope from the TDC, and play with the numbers, it will snap back, that is the only thing I can think of. Hope I answered you.
What GUI are you using?
Alex Velasco I am using MAGUI F.
Can you explain the range dial? i didnt understand
emir atis that range dial is the RAOBF wheel. I have a video on it.
SH3 Bstanko6 Ok one more thing what is the unit for the range dial and why there is two numbers?
emir atis range is in meters and each number represents something different depending on what you are trying to find. Again explained in video. It would take a while for me to explain here.
Cannot read the numbers with that resolution. That´s useless to me :(
Rücklicht I’m sorry to hear this. I will be honest, you are the first person to ever comment on the resolution!
Your speed was probably off because that method can only work perfectly @ 90 degree AOB, otherwise ship profile is too short.
Are you sure about that? I think that if your aob is not 90 then the ship appears shorter but also part of its movement is in the third dimension so it appears slower
Exelent video, but I see here a little error. 1 Knt = 0.514 m/s, then 1/Knt = 1.946 s/m, not 1.852. Error is ~ 5%.
Дмитрий Шабан I have heard this error before. But I really do not understand where 1.946 comes in. I have even tried using that number and get errors. 1.852 is accurate for me. Could you provide resources?
Look en.wikipedia.org/wiki/Knot_(unit)
Table "Conversions between common units of speed"
After measurements you have distance in meters and time in seconds. Then speed is in m/s.Your task is convert speed from m/s to knot. At table "Conversions between common units of speed" cross of row "1 m/s =" and column "knot" give you factor 1.943844. (1.852 is factor for km/h).
Дмитрий Шабан the difference is that 1.94 is the international "knot" introduced after 1954. The 1.852 I use is the metric measured knot. I have used 1.94 and I never quite get the accuracy needed. But if it works for you... by all means I hope you rack up many tons.
I may be wrong on the year
@@SH3Bstanko6 1 knot equals 1 nautical mile, which is in fact 1852 meters and it is not a speed measure, it is a longitude measure... Therefore it is already in meters. Knots it is a composite measure that could be detailed as knots/hour (or in fact nautical miles / hour) but in fact 1852 meters / hour it is also correctcorrect to use it as longitude measurement
Therefore:
1 knot = 1852 meters or 1.852 kilometers over 1 hour or 60 minutes or 3600 seconds
1 knot / hour = 1852 meters/hour, or 1.852 km/h
if you are calculating a distance on a ship (meters) over a given time lapse (seconds) you can divide meter over 1852 to extract a correct knot (nautical mile distance) equivalence...
so an example for a ship moving at 6knot/h would be:
6kn/h = (that means 1852m * 6) 11112 m/h = ( 185.2 m/m)... so a 90-meter length ship will do his own length in something around 30 secs
in fact another way to measure speed for TDC is to take 30sec sample starting by the ship's bow... even if the ship ain't finished passing or if it has passed completely, you can estimate pretty close the actual speed (that comes in handy when u-boot has still to be positioned correctly) by multiplying by 2 the distance traveled (that way you can quickly check with the auxiliary chart that contains meter/minute for 1 up to 30knots in the navmap on GWX3)
wth i can't use this advanced math i'll never be able to manual torpedo attack
lol
Multiplication and division is advanced math? You were taught that in elementary school.
I blew up 2 destroyers and I got nothing
Explain?
@@SH3Bstanko6 the thing is I didint confirm it and just blew it up by torpedo so I got nothing btw how much 88 shells does it take to sink a supply ship I shot alot by the 88 but still it doesn't sink
@@potato23116 hey there, so ships have zones, where damage can be greater or less depending where you hit. It can take a few shots, say if you strike the fuel storage, or it can take every round! I advise striking below the water line. Aim so the shot just hits the water and then the ship. It will take on damage, and eventually sink. But again, if you hit the wrong spots, it can take forever!
@@SH3Bstanko6 thanks.
And 1 more thing how can I fix my u boat after I get back to my port in career campaign
@@potato23116 its fixed automatically. The worse the damage the longer you remain in port.
one knot is 1.94384449 not 1.85
Yeah, I’ve had this convo in the past. You are right, but I don’t think the developers set it that way. If you experiment… you will hit more accurately at 1.85. I’ve must have shot at the academy more times than I can count… 1.85 is deadly accurate.
@@SH3Bstanko6 thanx for the tip. I will use 1.85