UBOAT TDC Tutorial 4

Поделиться
HTML-код
  • Опубликовано: 18 сен 2024
  • Transitioning to a 90° angled attack following a missed approach along with a discussion of the Fire Control box, review of parallax as it relates to high-gyro angle shots, and what I like to call "Gunslinger Mode".

Комментарии • 31

  • @vandekraats
    @vandekraats 23 дня назад +4

    Your TDC tutorials videos have the best explanations on how this equipment works. Thanks for making these videos. I shouldn't be choosy, and I know that a UBOAT player will have to deal with night action, but please make future videos take place in the daytime. I'm sure you are seeing a good image, but YT's compression algorithm is making it ridiculously hard to make out what you see on the attack scope. This is excellent work, and your videos are really appreciated.

    • @xljedi2335
      @xljedi2335  23 дня назад +1

      I've noticed they are a bit difficult to see, even if you try to select the HD version. My latest patrols seem to have blessed us with some daytime engagements.

    • @Timlagor
      @Timlagor 6 дней назад

      @@xljedi2335 I realised we must be seeing something rather different but hadn't realised it was due to yt compression.
      I still find it hard to understand how the automatic updating works (especially since it apparently depends which interface you're in). Maybe you could do a video that just walks through each interface icon/button/dial and exactly what it does (and whether that's changed by settings) -not how to use them just what each one actually does (and what it changes on other things).

    • @Timlagor
      @Timlagor 6 дней назад +1

      It wasn't at all clear to me that where you point the telescope affects the targeting until you started talking about aiming for a funnel in another video

  • @TheSonicfrog
    @TheSonicfrog Месяц назад +4

    Best tutorial on UBOAT on the web!

  • @wntu4
    @wntu4 7 дней назад +1

    Another excellent tutorial. Now for a challenge. On SH3 people have made Fast 90 attacks solely with the hydrophone. GIven the lack of first person control over the hydro in this game I am not sure it's possible but I would love to see you try it.

    • @xljedi2335
      @xljedi2335  7 дней назад

      You can do it by firing at the hydro-bearing. The problem I've had recently is that the devs have updated the periscope numbers to be "illuminated" green and mine don't seem to illuminate, so it's hard to see what bearing I might be firing at. I'm hoping they'll fix that soon.

  • @geobalabasciuc9996
    @geobalabasciuc9996 Месяц назад +3

    Great guide!!!

  • @michaelkeropian2954
    @michaelkeropian2954 13 дней назад +1

    Did not realize I could turn Tdc speed of target to 0 knots and just fire using the periscope and I assume the UZO as well? Question. If I am calling in the ID , Angle and distance mode setting up a target of the ship in the conventional way rather than actually adjusting the TDC myself, if I leave the speed at 0 knots can I use the periscope in the same way? In other words I have all the information set up before firing and just add 0 knots as the speed.

    • @xljedi2335
      @xljedi2335  13 дней назад

      The TDC inputs are the same regardless if coming from scope or UZO, or the E-Lock data entry interface. If the speed of the target is zero, then the AoB does not matter. The only thing that would influence the gyro angle in the solution is distance. The impact of distance is related to parallax, which I think I covered in TDC Tutorial 1. However, if you are shooting at relatively close range then you should just be able to set the distance to about 500m and be fine. If you are shooting at a stationary target further away, then parallax error will increase. If your target is bearing zero (basically the nose of your sub is pointing at the target) then distance and parallax would not matter because there would be no gyro turn. The further you pan your scope away from the zero bearing, the larger the gyro turn, and the more you get the parallax error issue if you distance measurement is off. I have to assume though (again) that if you are taking these point-n-shoot type shots, that the target is going to be in the range of 300-500m and you should be fine. If you set distance to 300m and shoot at something 1500m away, I would expect you would miss the target astern if a gyro turn is involved.

  • @Looney2ing
    @Looney2ing 23 дня назад +1

    To get the speed of the ship you can measure distance travelled in 3min14sec (or was it 6min28sec)

    • @xljedi2335
      @xljedi2335  23 дня назад

      Indeed, that is a way to do it. 🧐

  • @lenhjalmarson
    @lenhjalmarson 20 дней назад +1

    I tried using the boresight method w/o first locking a target and I cant get it to function as you describe. But the whole point for me is to be able to do a quick snapshot wo locking a target. Do you know if its possible? Incidentally, maybe not obvious to all, but simply setting torp speed to zero from the data center in the attack scope view and resending to TDC does not appear to work unless you have an officer assigned to TDC as well as scope or UZO.

    • @xljedi2335
      @xljedi2335  20 дней назад

      You always need an officer assigned to the TDC. If the TDC target speed is zero, your gyro angle will only be adjusted for parallax based on whatever you have in there for distance. Typically, if doing a snapshot your target is in the 500m or less range and that should be your TDC setting.

  • @grahambarnet750
    @grahambarnet750 24 дня назад +1

    Hi. Great video. Quick question. At the point you decide to take the shot why would you not calculate the AOB rather than leaving this at 90? If you recalculate would that not remove any margin of error?

    • @xljedi2335
      @xljedi2335  24 дня назад

      With the early TDC, I am maneuvering the ship so the view in my periscope matches what I have in the TDC. You can certainly update it if you wish. Later when you get the S-3 TDC with AoB tracking, the AoB will automatically update as you pan the scope. So if you set your firing solution for a 90° future AoB as I am showing you with the early model C-37, the AoB will automatically update when you get the S-3 later and you can pan-fire at multiple targets in a convoy very easily.

    • @grahambarnet750
      @grahambarnet750 24 дня назад +1

      @@xljedi2335 Thanks. So there is an element of judgement in terms of determining when to fire in order for the torpedo to hit the ship at 90 degree angle

    • @xljedi2335
      @xljedi2335  24 дня назад

      @@grahambarnet750 Sure, and I'm pretty confident in detonations for 60-90° impact angles. I'm a bit iffy on anything 50° or less. Keep in mind, your TDC is calculating that impact angle and you can see what it is if you have the time to review it. Usually, I can just visualize it.

  • @Andre-rc9xc
    @Andre-rc9xc Месяц назад +1

    How did you get the compass, depth meter and rudder indicator on the left?

    • @Andre-rc9xc
      @Andre-rc9xc Месяц назад +1

      LOL. Just drag them from the right. Sometimes it's really simple.

    • @xljedi2335
      @xljedi2335  Месяц назад +1

      Everything is simple after you've done it.

  • @drbomdaydayboms4890
    @drbomdaydayboms4890 Месяц назад +3

    how do you make the Parascoop so large when you use it?

    • @xljedi2335
      @xljedi2335  Месяц назад +2

      Take a look at this screen shot:
      xl-logic.com/Uboat/Pics/UBOAT_ScopeView.jpg

    • @drbomdaydayboms4890
      @drbomdaydayboms4890 Месяц назад +1

      @@xljedi2335 nice thanks a lot. Have tried to find AA guns but its damn hard to see anything when it was zoomed out so you both could see the aim and the parascoop it self 🤣

  • @TheThunderbladee
    @TheThunderbladee Месяц назад +1

    The gunslinger snap shot idea is a nice little bonus. Very good I think for these point blank shots. I notice over the course of the series you never played with the torpedo depth, do you ever find that helpful?

    • @xljedi2335
      @xljedi2335  Месяц назад +1

      For the steam torpedoes I'm using with side impact pistols, there would be no reason to use change depth for these targets. The depth setting becomes most useful when using magnetic detonators. If you run the attack on Scapa Flow, you might adjust the depth down by about 3 meters or so since you are targeting a battleship.

    • @robertbeier5521
      @robertbeier5521 Месяц назад +3

      To chime in, sometimes in event your attack angle and target AOB are not so ideal so that you're likely to dud with pistol, it's better to take chances with magnetic and set it to 1/2 - 1 meter below the target draught. Or maybe if you've snuck up on a target at 180 AOB (right behind him), don't risk a dodgy pistol rear shot and go with the magnetic right below his stern. Trust me, when you land a perfect magnetic torpedo, you see the enemy freighter jump out of the water for that second... It's quite a thrill. I've even had one jump then flip belly up before sinking.
      Because of the nature of lower draught attack, you're more likely to sink with 1 torp rather than have that ship linger on with one end upwards. Then again, all this is not as pressingly important if you play regular difficulties. I've been playing with 100% realism and with mods like no spoilers and historical torp. failures so these methods offer more versatility and options when information or attack setup is not ideal. Also note the early magnetic are shite, so avoid usage over pistol. At p2-p3 i start using magnetic more often. A magnetic Zaunkönig can be a majestic thing.
      Here's a picture on PZ vs MZ angle and damage I saw on steam. Imagine all the force of a torpedo warhead and rapidly expanding gasses trapped square below the belly of the ship and shape charged by the complete water seal and pressure shocked into it's hollow compartments. Marvellous.
      steamuserimages-a.akamaihd.net/ugc/1831287791268846486/3422660344350C0F665CA999BACE0475B65FDE82/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

  • @erlantzml7135
    @erlantzml7135 Месяц назад +1

    the first torpedo computer has a small error, even with a perfect shoot solution it will hit slighty aft (i think it is 5 - 10 m off)

    • @xljedi2335
      @xljedi2335  Месяц назад

      It's been addressed (I believe) in the unstable beta, or at least I have seen discussion where the devs have acknowledged it. I think it's resolved as of this video, but if not should be sorted fairly soon. Thanks for the heads-up, I don't think it had any impact on where my shot landed in this video.

    • @erlantzml7135
      @erlantzml7135 Месяц назад +1

      @@xljedi2335 I am not speaking about a posible bug but a real error of the computer itself that is simulated: page 126 of the game manual: "The T.Vh.Re C/37 is not as powerful. It is not able to adjust the position angle to a moving target in real time. For this reason, the firing solution is slightly less accurate on moving targets and tends to hit slightly aft. However, it shouldn't be too much of an effect and you should still hit. Also, be careful not to change course while firing torpedoes"

    • @erlantzml7135
      @erlantzml7135 Месяц назад +2

      ​ @xljedi2335 On page 126 of the manual, it states that "The TVhRe C/37 is not as powerful. It is not able to adjust the position angle to a moving target in real time. For this reason, the firing solution is slightly less accurate on moving targets and tends to hit slightly aft. However, it shouldn't be too much of an effect and you should still hit. Also, be careful not to change course while firing torpedoes."