Very good video. Also remember too that the most important reason for range on the TDC is to correct for parallax, the error that’s caused by the fact that you are shooting torpedoes 28 m in front of your periscope. It’s further exacerbated by the turn radius of the torpedo. At short ranges and high gyro angles the computer needs to know the range because the torpedo has to turn that much more to compensate for that lateral distance. So the takeaway, the closer the gyro angle is zero the less range matters, but the higher the Gyro angle and the closer the range at the same time, range needs to be pretty much spot on.
Guys, I appreciate that. I’m really glad the vids help. SH is my favorite series and I want everyone to be able to understand and play with us. Thank you for the comments.
I remember when the enemy ship do 12 knots and your torpedo do 46 knots, you can calculate the LEAD Angle of the torpedo. 12/46 2nd function Tan and you get =14.621° Lead Angle. I used this before and it works great on a 90° attack ;)
I guess the range matters when it comes to acuracy of those claculations. The furter the torpedo must travel the more unpredictabilities can occure leading to a miss.
How do you have a ship at 30 degrees with an AOB of 45 degrees? If 90 is straight in front and 0 is at 090 it would have to bare at 45 degrees if the AOB is at 45.
In my experience, only when timing your shots. If you want all of your torpedoes to hit separate targets at the same time… then yes it is. I have shot many angles, with many configurations and still hit my target with no range input. Good hunting!
@@SH3Bstanko6 That's interesting! By the way, I just started playing SH3 w/ NYGM a few days ago. If you have any suggestions for mods or features to get modded, me and my friend would appreciate it! I know you have played NYGM and know all sorts about immersion. We also enjoy a good amount of immersion and the game being a challenge.
You know what would be cool, you showing us this theory in practice - be it in SH3 or SH4 even SH5. You can skip the patrol part and just show us the hunt goodness if time is a factor to you.
goodgoy 999 I would love to. The only problem is, I never get a great setup. 9 out of 10 times, I'm using instinct, and it is hard to formulate words as I am progressing, because "I" know what I want to do, but I forget that "You" don't know what I am thinking, and start doing things without verbalizing. With these videos I made, I can write down and prep what I want to say, and exactly how I do things. But I will try.
@@SH3Bstanko6 "Just roleplay sir, you are the commanding officer of this boat explaining to all of us in the conn whats happening around us up there in the great blue sea". I'm just kidding of course, I understand completely. Thanks for taking the time to make these videos.
If you are facing north and see the ship at +30 Deg with an AOB of 45 degrees I don't understand how the ship is moving west (-90). It would only move west if you see it at 45 deg.
But this just makes things more confusing. In reality you will most likely not have a triangle rectangle, so most trigonometry calculations that you can do in this ideal example (eg: Pithagoras) won't work since your course and enemy course are not perpendicular.
@@IsaacPiera I apologize for the confusion. Any numbers I placed in this video are just eye candy and was not meant for a calculation. It’s just a visual idea of what your TDC is doing as you calculate.
Bstanko6, another 45er here. I have watched many of your vids. They are great, and helped me a lot! SH3 GWX3.0 Gold. Love it so far! Keep up the good work. One question, how unimportant is range? Do I have to have it down to a few 10ths oh meters accuracy, or within a couple hundred meters is also ok?
Not true. Range simply times the torpedo to impact. It has absolutely no influence on the direction of a torpedo at all. In your TDC, there is a switch for torpedo speed. When you select slow medium or fast... the computer knows what the speed of that torpedo should be. And that’s already factored into the formula. So now that the TDC knows the speed of a torpedo, and you have a bearing of the ship, and it’s speed… That ship could be 1,000,000 miles away or 2 inches in front of you it will still hit the target regardless.
i think most noobs understand the concept of the triangle, you need to know where the boat is currently at, the direction of the boat, the speed, and the time it takes for the torpedo to complete the triangle, but what we don't understand is how to input all this information into the TDC, all the gauges and numbers get confusing but its really difficult to implement this concept into the game. knowing what keys to press and what buttons to click is where it gets confusing. SH4 doesn't really have a keybinding setting implemented nor does it have a proper tutorial so it's really hard for new sub sim players to fully grasp where the fuck we're putting all this information at. I appreciate the visual learning aspect, but do it in the game, and do it slowly, use the S-Boat and try to do it with no mods base game at the most simplest form. the game is so old that its hard to find a good tutorial anywhere, but thanks nonethless
you got yourself a nice whiteboard series going on here! i don't play sh3, i do dangerous waters and the like, but always appreciate a good whiteboard series
@@SH3Bstanko6 ahh very good :) yeah i saw your reply on SUBSIM to a floating wire thread in the Sub Command forum and then was intrigued by the link in your signature
willl 88 it’s funny about modern subs... even though the torps are highly advanced and super deadly... you still need to get yourself out of the line of fire! War is hell!
Thank you for your visualization. I've to admit I don't get the part when you describe that the range is not important. When you draw different ship positions from 4:51 (and I think of the 2nd leg for those positions): How does the TDC know where the correct point of impact will be? For the nearest position the position the torpedo would need to be fired alot later for a gyro angle of 0° as for the position far out.
Great question. Range determines time to impact. It does not determine accuracy. If the torpedo has infinite fuel, as long as the TDC knows the bearing and speed of target... it will set the torpedo on a collision course to the target. Once you lock the TDC with the appropriate calculations, as you move the periscope, the TDC will adjust accordingly. The problem is, if we as humans, make even a slight error in calculation, it expounds the further the torpedo goes. This is why commanders were trained to fire from a very close range to eliminate error. U-boats are ambushers not snipers! Good hunting!
@@SH3Bstanko6 Thank you for your fast reply. I think I've got it now. It makes sense if you look at the law of sines as it is also described in the Wikipedia article for the TDC. Another way to look at it as if you would know the distance that the target travels in time x and the torpedo in time x and the time x is cancelled out of the equation and only the velocity of the torpedo and the target are remaining.
ADMIRAL ROVER II the gyro angle is calculated once you input The speed, AOB, and bearing. In simpler terms, if you ever been hunting... your rifle is the sub, and the deer is the merchant... the gyro angle is what you need to lead the rifle so the bullet hits the target! Except in this case, our bullet can change direction midway.
I love you lol I been playing Uboats on Steam and used your guides. Only issue is Im not getting every target 🎯 like I want to is the range the issue? I bee shooting for targets 2km out.
it is an issue. Uboat commanders were trained to strike as close as possible to remove torpedo errors from the equation. Torpedoes were terrible at the time.
my main question is what do i do when me and my prey are not at 90° ? what if the enemy boat is coming at a 30° angle ? how do i find the range ? the AOB and the speed of the boat
Thanks for the video. I just started a relnav patrol and am super confused. I can't get the math straight enough to calculate the enemy ships position on the nav map in order to find speed and bearings.
@@SH3Bstanko6 They are realy nice,you do a great job.Btw you know how can i play multiplayer and where to find people wanting to play mp.Thanks Captain , have a nice Easter.
Romanian Fighter oh my friend! You want to play multiplayer???? Go to Subsim.com, and you will find hoards of people who play MP. I do not play MP. But subsim will hook you up. It’s free to join.
I'm going to check out more videos, but you lost me when you said AOB and calculate that yourself. I have no idea what AOB is, never mind how to calculate.
"Leg" interesting choice of word. "Step" is better. "Process" or "sequence" is probably better than "pyramid" too Otherwise I really appreciate this breakdown
Very good video. Also remember too that the most important reason for range on the TDC is to correct for parallax, the error that’s caused by the fact that you are shooting torpedoes 28 m in front of your periscope. It’s further exacerbated by the turn radius of the torpedo. At short ranges and high gyro angles the computer needs to know the range because the torpedo has to turn that much more to compensate for that lateral distance. So the takeaway, the closer the gyro angle is zero the less range matters, but the higher the Gyro angle and the closer the range at the same time, range needs to be pretty much spot on.
Guys, I appreciate that. I’m really glad the vids help. SH is my favorite series and I want everyone to be able to understand and play with us. Thank you for the comments.
I remember when the enemy ship do 12 knots and your torpedo do 46 knots, you can calculate the LEAD Angle of the torpedo.
12/46 2nd function Tan and you get =14.621° Lead Angle.
I used this before and it works great on a 90° attack ;)
Simple yet teaches some important info.Thanks man :)
Thanks for clearing up on the subject!
If your bearing is 30 degrees and the ship travels pependicular to you then surely his AOB must be 60 degress? 90+30+60=180?
It was just for visualization I wasn’t trying to get mathematical with it.
I guess the range matters when it comes to acuracy of those claculations. The furter the torpedo must travel the more unpredictabilities can occure leading to a miss.
Correct, but since U-Boats by policy are suppose to attack within close range, it doesn’t need to be used.
Omg, god bless you sir. I absolutely love you for doing this stuff
A_stereoTYPICALamerican glad you like them!
How do you have a ship at 30 degrees with an AOB of 45 degrees?
If 90 is straight in front and 0 is at 090 it would have to bare at 45 degrees if the AOB is at 45.
It’s just numbers. I mention it. This was just a visual.
Is range important when the gyroangle is not zero and/or when using a salvo instead of a single tube?
In my experience, only when timing your shots. If you want all of your torpedoes to hit separate targets at the same time… then yes it is. I have shot many angles, with many configurations and still hit my target with no range input. Good hunting!
@@SH3Bstanko6 That's interesting!
By the way, I just started playing SH3 w/ NYGM a few days ago. If you have any suggestions for mods or features to get modded, me and my friend would appreciate it! I know you have played NYGM and know all sorts about immersion. We also enjoy a good amount of immersion and the game being a challenge.
You know what would be cool, you showing us this theory in practice - be it in SH3 or SH4 even SH5. You can skip the patrol part and just show us the hunt goodness if time is a factor to you.
goodgoy 999 I would love to. The only problem is, I never get a great setup. 9 out of 10 times, I'm using instinct, and it is hard to formulate words as I am progressing, because "I" know what I want to do, but I forget that "You" don't know what I am thinking, and start doing things without verbalizing. With these videos I made, I can write down and prep what I want to say, and exactly how I do things. But I will try.
@@SH3Bstanko6 "Just roleplay sir, you are the commanding officer of this boat explaining to all of us in the conn whats happening around us up there in the great blue sea". I'm just kidding of course, I understand completely. Thanks for taking the time to make these videos.
These simple vids have not been wasted. Good job
Awesome. A big help to novice skippers. Much appreciated.👍
Murph 13 you are very welcome!
If you are facing north and see the ship at +30 Deg with an AOB of 45 degrees I don't understand how the ship is moving west (-90). It would only move west if you see it at 45 deg.
It’s only for visual reference. Ignore it.
But this just makes things more confusing. In reality you will most likely not have a triangle rectangle, so most trigonometry calculations that you can do in this ideal example (eg: Pithagoras) won't work since your course and enemy course are not perpendicular.
@@IsaacPiera I apologize for the confusion. Any numbers I placed in this video are just eye candy and was not meant for a calculation. It’s just a visual idea of what your TDC is doing as you calculate.
Bstanko6, another 45er here. I have watched many of your vids. They are great, and helped me a lot! SH3 GWX3.0 Gold. Love it so far! Keep up the good work. One question, how unimportant is range? Do I have to have it down to a few 10ths oh meters accuracy, or within a couple hundred meters is also ok?
Range does matter, because depending on the speed of the torpedo, if it doesn't know the distance to the ship it can shoot ahead or behind the target.
Not true. Range simply times the torpedo to impact. It has absolutely no influence on the direction of a torpedo at all. In your TDC, there is a switch for torpedo speed. When you select slow medium or fast... the computer knows what the speed of that torpedo should be. And that’s already factored into the formula. So now that the TDC knows the speed of a torpedo, and you have a bearing of the ship, and it’s speed… That ship could be 1,000,000 miles away or 2 inches in front of you it will still hit the target regardless.
@@SH3Bstanko6 you are wrong, my friend. Target range and Target speed do matter.
I get speed. That is important. What about range? If I miscalculate range… outside of time to impact, how does range affect the outcome?
i think most noobs understand the concept of the triangle, you need to know where the boat is currently at, the direction of the boat, the speed, and the time it takes for the torpedo to complete the triangle, but what we don't understand is how to input all this information into the TDC, all the gauges and numbers get confusing but its really difficult to implement this concept into the game. knowing what keys to press and what buttons to click is where it gets confusing. SH4 doesn't really have a keybinding setting implemented nor does it have a proper tutorial so it's really hard for new sub sim players to fully grasp where the fuck we're putting all this information at. I appreciate the visual learning aspect, but do it in the game, and do it slowly, use the S-Boat and try to do it with no mods base game at the most simplest form. the game is so old that its hard to find a good tutorial anywhere, but thanks nonethless
love your videos man, helps me understand sh3 loads.
you got yourself a nice whiteboard series going on here! i don't play sh3, i do dangerous waters and the like, but always appreciate a good whiteboard series
FPSchazly thank you sir!
FPSchazly I just recognized your name. I learned about DW from your videos! Circle of life friend.
@@SH3Bstanko6 ahh very good :) yeah i saw your reply on SUBSIM to a floating wire thread in the Sub Command forum and then was intrigued by the link in your signature
willl 88 it’s funny about modern subs... even though the torps are highly advanced and super deadly... you still need to get yourself out of the line of fire! War is hell!
Thank you for your visualization. I've to admit I don't get the part when you describe that the range is not important. When you draw different ship positions from 4:51 (and I think of the 2nd leg for those positions): How does the TDC know where the correct point of impact will be? For the nearest position the position the torpedo would need to be fired alot later for a gyro angle of 0° as for the position far out.
Great question. Range determines time to impact. It does not determine accuracy. If the torpedo has infinite fuel, as long as the TDC knows the bearing and speed of target... it will set the torpedo on a collision course to the target.
Once you lock the TDC with the appropriate calculations, as you move the periscope, the TDC will adjust accordingly.
The problem is, if we as humans, make even a slight error in calculation, it expounds the further the torpedo goes.
This is why commanders were trained to fire from a very close range to eliminate error. U-boats are ambushers not snipers!
Good hunting!
@@SH3Bstanko6 Thank you for your fast reply. I think I've got it now. It makes sense if you look at the law of sines as it is also described in the Wikipedia article for the TDC. Another way to look at it as if you would know the distance that the target travels in time x and the torpedo in time x and the time x is cancelled out of the equation and only the velocity of the torpedo and the target are remaining.
Range doesn’t matter only if you are doing a 90 degree zero gyro angle attack.
I keep missing by just a few meters behind the ship, everytime. I don't know why
Your speed may be off on your target, or… you are moving while calculating. I suggest a full stop, take your speed calc and then try.
Finally a Video about the TDC so thanks about this mate but the Speed and Gyro Angle is quite abit hard to understand with to be honest
ADMIRAL ROVER II well we have to fix that! What do you need help with?
@@SH3Bstanko6 my question is how can you get to know the Gyro Angle? cause it's quite abit hard to understand in this video
ADMIRAL ROVER II the gyro angle is calculated once you input The speed, AOB, and bearing. In simpler terms, if you ever been hunting... your rifle is the sub, and the deer is the merchant... the gyro angle is what you need to lead the rifle so the bullet hits the target! Except in this case, our bullet can change direction midway.
@@SH3Bstanko6 Thanks mate for this l quite highly appreciate it
I love you lol I been playing Uboats on Steam and used your guides. Only issue is Im not getting every target 🎯 like I want to is the range the issue? I bee shooting for targets 2km out.
it is an issue. Uboat commanders were trained to strike as close as possible to remove torpedo errors from the equation. Torpedoes were terrible at the time.
SH3 Bstanko6 thank you 🙏
D D yo are very welcome
It worked this time patience is a virtue. Before I launched my torps I double checked the angle as the merchant was moving.
D D all of my vids are for SH3 and 5. There are even vids on proper periscope discipline. Enjoy!
Epic tutorial vid, trying to introduce my friends to these games using your tutorials
Pyry I appreciate that! If you have questions, just ask. Also, subsim.com is a great source of information.
isn't the AOB 60 deg ?
bruce newnes I’m sure you are right! But this was purely a visual example. It really wasn’t meant to figure a solution. Sorry if it was inconvenient.
my main question is what do i do when me and my prey are not at 90° ?
what if the enemy boat is coming at a 30° angle ? how do i find the range ? the AOB and the speed of the boat
cocoиuт I have other videos on range finding, AOB, and speed. They were made for SH3 but still work for 5.
@@SH3Bstanko6 thanks for replying man
i admire your work and your crazy dedication ! your SH 5 setup tour was awesome
cocoиuт thanks man I appreciate that. If you need any more help or direction let me know.
Thanks for the video. I just started a relnav patrol and am super confused. I can't get the math straight enough to calculate the enemy ships position on the nav map in order to find speed and bearings.
you only need enemy speed and your speed
and the AOB
SUPER, THANK YOU
Good video.
Romanian Fighter thank you sir! Hope these videos help with you SH gaming!
@@SH3Bstanko6 They are realy nice,you do a great job.Btw you know how can i play multiplayer and where to find people wanting to play mp.Thanks Captain , have a nice Easter.
Romanian Fighter oh my friend! You want to play multiplayer???? Go to Subsim.com, and you will find hoards of people who play MP. I do not play MP. But subsim will hook you up. It’s free to join.
I'm going to check out more videos, but you lost me when you said AOB and calculate that yourself. I have no idea what AOB is, never mind how to calculate.
I have a video on Angle On the Bow (AOB). If you have questions let me know!
"Leg" interesting choice of word.
"Step" is better.
"Process" or "sequence" is probably better than "pyramid" too
Otherwise I really appreciate this breakdown