Bought the game yesterday, tried to mimick manually what you were doing with the tdc. - Failed miserably, - Crash dive, - Didn't check sea level, - Crash at 70m on sea floor, Fucking amazing game, i'll do it again
😂😂 thanks for the solid laugh brother, loved reading that hahah! The last line reminded me of that "cracked out Goofy meme" where it says "ill fkn do it again!" 😂😂
In case you are stuck at the sea floor, if you repair the holes and have water that is keeping you down, turn your pump on and select the water in the different compartments and tell your crew to move it from that compartment to the control room and it should help you get buoyancy eventually once the water is drained, if you have enough air in your reserves ofc. Should get you back to the surface
Bro calculated his own sinking with the TDC "Let's see submarine depth: 70m, distance: 0m, speed: 10 knots, AoB 480 degrees Celsius, spread: the entirety of my hull, pistol: Luger P08, course delta: Bravo Six Going Dark, angle on impact: 90 degrees bow pointing vertically, parallax correction: I got none in the storage room, time before explosion: asap. Good enough."
@@lu34lyf i crashed dived but it set the dive to 50m, i reajusted it to 110 m like in the tutorial... I managed to go through the idiot proof bubblewrap.
Great stuff. This is what separate surface officers from gray wolves 🐺🔥🔥 Addendum: On USN boats, if depth is set at 0 feet on Mark 14 fish, it will be running at 10 feet depth, NOT 0! This only became rectified (Mark 14 Torpedo) in 1943👎
You can get really quick at this with practice, especially if you try to set up the same kind of attacks whenever possible eg I try for 90 degrees and around 1000 yards. Really it's about putting yourself in place where you'll know the range and AOB settings without measurement. The trick is to use hydrophone to plot time/location points for a convoy over a few hours, dipping every hour or so, which lets you predict their heading and speed very accurately from far away. Then you beat them to the intercept point and watch them sail right past your torpedo tubes.
@@alphgeek more like, I watch them sail right past my torpedoes cause Im bad at math and even a firing computer can't help me 😅 but seriously, if my high school math problems had u boat related questions, I'd be a maths genius today 😂
Well, they generally did not have such information unless it was a mass procuced class or pre war warships. They made educated guesses, like most of these calculations
Many German U Boat Comanders that started in the Kriegsmarine pre WW2, were working on Comercial Ships. So I assume experience plus estimation was enough. If unsure about the target ship, they probably just got closer to the Target, reducing the estimation Error
You can also guess heights of buildings or ships by looking at doors or decks/floors because they are typically a consistent height. If the freighters wanted to throw off the distance calculations in a meaningful way, they would have to drastically change the height which would be so noticeable that the uboat captain could just guess the difference and be close enough. Also, I dont know much about ships but those masts were designed to have that height for a reason and changing that height may interfere with the ships design.
I don't know if this as already been said in the comments but you made a slight mistake at 21:29 Historically, and because of the way they were designed, german TDCs needed the speed of the target to always be entered AFTER setting the torpedo speed setting. This is simulated in the game and you can actually see in the video that when you change the torpedo speed setting, the target's speed dial decreases. You should always reset the target's speed after changing the torpedo speed. You still got a hit though, but I personnaly missed many times because of this mistake :(
Very helpful! Thank you. When I was learning way back in 1980: Port has four letters - Left has four letters - Port wine is red. Even has four letters … everything numbered on the port side is with even numbers (lifeboats, cabins, torpedo tubes)
Haha amen brother! 😅 I wonder how many people/what percentage of us regular viewers actually play any of the games he plays.. i get the feeling its a lot
2:03 Radar and sonar both exist on (at least some) U-boats in the game, but the radar is used exclusively as an early warning for incoming aircraft, and the sonar is simply an echosounder for finding one's precise depth under keel (when maps can't be relied upon for accurate depth information). The former must be researched and installed, as it doesn't come standard. It would be more apt to say they're simply not used for targeting purposes; only the hydrophone and periscopes fulfill that role.
The reason why salvos tend to miss some of the fish when using the correct ship length value is because in German doctrine the salvo was used to compensate bad data and was supposed to provide one certain hit. If they wanted to hit with multiple torpedoes, they used the regular single tube configuration with immediate consecutive launches from multiple tubes.
@@Y0o0o0o0o0o0o0o0o0ow The right amount. Consider you want a manual ripple fire of 3 torpedoes and your target passes the wire in 54 seconds. Assume you want the hits at 1/4, 2/4 (middle) and 3/4 of the length. 54 seconds divided by 4 is 13.5s. So you space the torpedoes out by 13.5s each - - or you set up a bearing that will cause a hit where the wire overlays the ship and you fire when the ship passes at 1/4, 2/4 and 3/4 of its length.
100% miss one fish if use whole ship length, half ship length should be fine. Tactically salvo is important to launch multiple fish at shortest time possible or while turning to escape, since your position compromise the moment you fire.
@@xsteality6653 _100% miss one fish if use whole ship length_ Irrelevant, important is that the ship is hit (and sinks or drops out of the convoy). The chance of a hit is larger if the allowed position of the ship is larger. _half ship length should be fine._ 75% hit chance compared to full length _Tactically salvo is important to launch multiple fish at shortest time possible or while turning to escape, since your position compromise the moment you fire._ You do not want to fire while turning, spoils the torpedo solution. And shooting does not compromise your solution, spotting the trail of the torpedo (or your periscope wake) does that. With an eto you have no trail, and the first idea something is amiss is a ship blowing up. More than once this has been ascribed to mines … The reason for a fast unload of all of your tubes is that the window of opportunity may be small, thus the use of FAT and LUT, which would creep up onto a target being a bit faster than anticipated. The Type XXI would have been able to fire all 6 tubes 3 times in 20 minutes (18 torpedoes, reloading 6 tubes in 10 minutes) so the maximum amount of fury could be unleashed onto a convoy in very short time.
Call it nit picking but I have to point it out. At 5:37 you mention that precise conversion ratio form meters per second to knots is 1.852 but its not. It is 1.944 and it is because 1kt equals 1 nautical mile per hour, and that is 1852 meters per 3600 seconds so if you want to convert speed the other way (m/s to kt) you have to multiply by 3600 and divide by 1852 and that gives ratio of 1.944 which in this case can be rounded to 2 (error of less than 3%) given that speed dial of TDC is marked in full knots (3% of i.e. 10kt is 0.3)
TDC is easy/peasy for SH3/4 guys (like me). Cannot figure out 'crew management' for the life of me. Schedules don't work, don't make sense, crew goes bonkers, officers drop and need medical and DIE from overwork, despite having a 6 hour sleep on the schedule. What gives? Makes no sense. Give us a tutorial on THAT!
Yeah at first it's nonsense, but once you know how to make it, it does work. It works better on the Type VII and with more officers aboard that said, it should be your priority to unlock more slots with reputation points. What you need to do in the "Squad" tab is to assign two sailors for each officer manually except the radio/hydrophone officer, because he will never need more than one to gain more efficiency and because that's a waste for the others. Every officers will then have two specific sailors attributed to them working their shifts at the same time as they do so you don't have to manually add and remove them all the time. Important: you don't want all the officers to work at the same time because there is a limit on working sailors, except during an alarm which raises this cap a lot more. I'll ty to provide an example. Watch crew morning: 8 random sailors working 8 hours Watch crew noon: 8 random sailors working 8 hours Watch crew evening: 8 random sailors working 8 hours It's like that by default right? You don't need to necessarily remove those schedules, leave it as is, because those will use the remaining sailors to take care of the boat like cleaning stuff, turning on and off various devices, cooking, or being the watch crew like its name implies. Now for officers: Engine mechanic: (I make up their names, it can be any sailor really but I try to match their background like "Talented Mechanic" with engineer officers obviously) assign Albert and Johann to him. Secondary mechanic (more skilled towards torpedo maintenance let's assume): Karl and Jurgen Radio/hydrophone: Aldrich only Boatswain: Heinrich and Lukas Watch Officer: Dietrich and Friedrich Quartermaster: X and Y (ran out of ideas for names lol) ... And so on. Why did I put a secondary mechanic in this example? Because you want him to work a six hour shift precisely while the other mechanic is sleeping, so you don't forget to set the engine management task on high priority like 10 and not 1. The more you go towards 1, the more the numbers become red, the less he is prone to do it (low priority), except if for some reason it's absolutely needed in rare case scenario. Same for chief officers on watch duty and navigation, I sort of make their schedules overlap but not completely. You can remove a doable task from an officer by replacing the given number with 0 and hit enter to confirm. What I do generally is split 6 hours shifts/rest between two mechanics or chief officers so they alternate on engines at all times and navigation. Ideally, you want three mechanics (two for engines alternating constantly and one will be useful to manage the diving planes during an attack, one for torpedos and will only do this, engines in case of emergency), three chiefs (two watch officers, although you can make one a gunner role or anything else and prioritize him as a watch officer during transits, it doesn't matter) and one specifically as a navigator, while the third guy (you the captain) will do maybe a bit of both navigation and watch duty. And only one officer on the radio because if there is something impportant, I just hit pause in transit and give him the direct order to receive the message, or the direct order to manage the radar warning receiver in dangerous areas. Note that editing the character's schedules and tasks will also give an (*) next to their role which can be changed on the fly in the side cut view when they're selected. There will be a drop down tab to select a role. So instead of Watch Officer, let's say your captain will have the Watch Officer* label instead.
Awesome tutorial. You should do more about the game. Crew management, Best ways to avoid being depth charged.. Really anything that will help play the game
Can you do a tutorial on the differences between "Manual Salvo Auto Gyro", "Manual Gyro Angle", and "Manual Salvo" (or whatever exactly they are) on the Gyro control box thingy?
A great tutorial! If you looking for an idea for a follow up, using the TDC to calculate a solution without even raising the periscope is challenging and fun. You have to get all information from sonar. By the way, is there a way to change the detonator from impact to magnetic without using the torpedo console?
What a bunch of nerds we are. 17,000 people watching how to use a simulated, ancient, underwater "computer". Talk about a hardcore bunch of loyal followers. Count me IN!
Are magnetic pistols automatically enabled on all torpedoes that have them or do you have to switch between impact and magnetic? If so how do you switch?
You have to switch, if you operate the torpedo tubes from the attack periscope view, there is a small button listed as AZ, just above each tube. Clicking it changes it to MZ. It's present on all torps.
6:20 Alternatively, if you have conversion charts readily available, you can do the same method with 1mn instead of 3mn15 and no maths needed, just take the distance and compare to the chart to get speed.
An equation I find easy and helpful to remember is: Meters per Minute / 30.8666 = Knots You can easily find a targets speed by marking their position, waiting a minute, then measuring how far they travelled in that minute (Alternatively, if you're strapped for time, you can measure how far they travelled in 30 seconds, then multiply it by 2, but this increases your error percentage, so be precise if you're doing the 30 second system) 30.8666 is an entirely arbitrary number here, but I find it's still easy to remember because it has 3 repeating digits in it's decimals. Of course, you could just use 30.9 and sacrifice a little bit of precision if you find 30.8666 is too difficult to remember over time.
Yep, because a nautical mile per hour is _exactly_ a knot; the reason why knots are _still_ used as an unit of speed. (Also because nautical miles are _still_ used, just because they are NOT a mile long - the unit's length was chosen so it would be incredibly easy to plot on a map, being _exactly_ the length of a minute of arc of latitude.) Yes, mariners of old knew their trade, thank you for noticing 🙂
Absolutely fantastic, thanks for the great educational work. Just a few questions here. 1) It may be a bit of a complex question: S3 TDC, 24'31": The two switches on the lower right side frame "are never touched and must always be ON". OK. So what's the point of being able to turn off any of the three? Why remove automation and dynamic tracking from a torpedo solution? One of the switches is the AoB motor, another the Salvo Dispersion Angle Motor and the third the parallax motor that generates the parallax angle) and I don't see the point of not updating any of the three. As there is sure to be an explanation for this, in which cases would each one be turned off? TY 2) With your same example positioned inside the convoy, we all know that time is money and the difference between dying or living (this is a poetic license ha!). OK. It would be almost impossible to redo all the calculations for another target or a quick shot at several targets because of the danger with the escort destroyers... so The question is: Would the simple movement of the periscope anticipating "by eye" the shot at other targets be the only help to improvise without measurements a shot at a second or third target? Since there is no time to calculate everything for each target, what would be your advice in this regard? TY in advance
Once you gathered all the information for your main target, simply aim with the periscope, since it's transmitting gyro angles to the torps, they go where you aim. So I managed to sink 4 ships using one single data input just by aiming at them midship s. The only thing to consider is with the older C37 you need to refresh AOB for each target by clicking the transmission button in the data window. This isn't necessary with the S3, since it's syncronising AOB automatically.
Personally I only use the periscope speed calc when I'm at zero knots for personal realism. However, the 3:15 timing speed method always feels too high stress for me so I use it least. If I have to take that kind of estimate, I sacrifice accuracy a bit by timing for 1:05 and Multiplying by three for the estimated speed. I much prefer knowing the speed from 50+ km away by plotting hydrophone contacts for a ship on the map over a few hours. Establish an accurate target course and heading over three or four dips and from well beyond detection range, then plan an accurate intercept hours into the future.
@@advorak8529 sure, and then I adjust the intercept point accordingly. More often than not I run up on them where planned. Usually it's some other sub attacking my convoy that makes them zigzag and messes up my intercept. Although if they hang around, they tend to attract all the warships leaving the cargos undefended. Convoys have a destination port, they don't just randomly run some other direction. They'll turn back toward the destination port eventually.
Yeah, that's something that's missing. I guess for the sake of realism they only have that option added to the data window. Changing pistols on the fly is only possible in games. Irl the torps were setup with either one or the other. It would've taken hours to change that.
First off, excellent tutorial. I do have a few points to make. The salvo angle is almost always too big on the S3. I have fired 4 torps allowing the automatic salvo setting to dictate the spread and accomplished only one hit. Two of the others passed aft and one forward. I did indeed have the distance set wrong. Deliberately. I set the distance double what it really was which should narrow the spread but apparently not enough. You of course can adjust the target length as you said in the video. There is no way to flood the stern torpedo tube from the stern torpedo room. You must do it the old fashioned way. Oh for *&$%%# sake. I had no idea, none at all, that the three levers --AoB motor, spread angle and parallax --were even there! I assume if I turn the spread angle lever off, I will then be able to manually set it. Hm?
@@Wolfpack345 and @kimghanson regarding salvo spread angle: Its working as it did irl. Its counter intuitive for a lot of us because most are used to the american / SH system of a spreads goal being to hit multiple points on the same target. The germans goal was “guaranteeing one hit on bad data”. So a spread of two will be at til of bow and stern and a spread of four will be three ship lengths in total. The spread on the tdc is pre-set by the ships length, the number on the tdc is the angle between each torpedo. The number on the periscope tube screen is the total spread angle of all torpedos. Good news is the german system was vastly superior to the americans. You can shift fire, meaning that if you want to hit the ship at four different places, just aim and fire at four different places in the ship. The S3 tdc allows this. If your using the c/37 tdc then shift fire is not really designed for. But that system really is meant for a pre staged zero gyro shot or there abouts
A quick way I do target speed is mark on map where the bow of the target is, start stopwatch, and then stop it when the stern passes the mark, now I know how long the target spent to travel it's own length and convert that into knots. The now defunct TDC mod had a conversion table for this which made it even quicker.
@@thedeadwookie25 In the real world, the target location is not continually updated (redrawn) on a map. A real captain wouldn't have that information you are using.
If you approach the target ship on a constant bearing you technically should not be able to get speed of target by timing the wire bow-stearn , however it seems uboat still lets you do it; violating laws of physics. Weird quirk.
@@philipeoverton if you know the length of the ship through “recognizing” it the time is the only missing value. However your most accurate between 60-120 degrees AOB. On a constant bearing approach the ship doesn’t move in the scope, it just gets larger and larger as you approach. However in uboat if you recognize and start the timer the ship still moves in the scope even though you’re on a constant bearing. It’s kind of funny actually.
@@philipeoverton Well no you don't have to know the range. Assuming you're fixed in space relative to the ground, if you fix your periscope at some bearing and time the target's from bow to stern, you essentially measure the time it takes for the ship to travel its own length. Since you know the targets length, you can deduce its speed. It does not matter how far the target is. To put it simply : yes, if the ship is farther away, it will appear to move more slowly but it will also appear smaller. Both effect cancel each other out and you get the correct speed either way. The same can be said about AOB : you don't have to know the target's AOB because, yes, at shallower angles, the target apparent width is less, but it will also appear to move more slowly .
It's the most detailed and well explained targeting and TDC usage video in all RU-vid, I start playing the game like a month ago but never used the TDC just plugin the information on the periscope screen and also shooting from there but now i will get a more accurate and emersive targeting and shooting experience thank you
Usually you can work out AOB by looking at the periscope bearing. Since you will be perpendicular to the target. If the target bearing is 330 then it's 30 degrees to go to you reach 90. 90-30 = 60 which is the AOB.
Thanks for making me feel bad about going *pretty* low with my difficulty settings. I think I'm currently at a level of around 40% total difficulty which makes things a little too easy, even for me. :) Thing is: Without a more in-depth tutorial - like this one - built into the game, going full real or slightly below that can get a little frustrating.
One important trick with the S3 TDC, when firing on a convoy and when you have ample time: Find a ship that has AOB of 90 degrees. When looking at that ship, set AOB to 90 and lock the AOB motor. Now you can look at any other ship in the convoy and the AOB will be adjusted automatically. This can be done manually of course: Just note at what bearing AOB is 90. Let's say it's 90 at bearing 130 degrees. If you look at another ship at 100 degrees, this means you've turned your scope 30 degrees. Its AOB will be 90 - 30 = 60 degrees. Until you've built your skills at guesstimating AOB, this is a great way of double checking your initial guess!
I've been working on salvos trying to master them with convoys. I learned that with single contacts during salvos. Lengh÷10÷0.5 usually try and do it within 1000m Also, has anyone played with the angular velocity knob yet or explain what it's for?
Ya know, Id kill for a "targeting computer simulator" with these older more Analog Targeting Computers. Even in Sci Fi settings they still function fairly similarly, just with touch screens and Sensor scans rather then turning nobs.
I bought this game a year or 2 ago and played it thru several missions. Never got any good at getting hits with the torpedoes though, as it always took me too long to get all the information inputted. Kinda lost interest after a few months, so haven't played it recently. Perhaps I'll give it another try! On that topic, does anyone know if Steam offers updates for games purchased from their site? I imagine there's been a "service pack" or 2 for this one that I should probably install first. . . Either that, or I guess I could just delete the game from my laptop and re-download from Steam (assuming that'll get me the latest and greatest version. . .).
Really appreciate this! I didn't join the pre-release beta so the TDC was a bit of a surprise when I finally updated the other day. Especially because (on my selected difficulty) it seems that it's still possible to avoid using it entirely when giving orders from the periscope. But that feels like missing out on a lot of the fun of the game!
Great tutorial, you make it seem so simple, I think I just need more practice. Any tips for what to do when you've been detected and the target ships start zigzagging, can you still attack or does it make it more difficult and you should bail?
Please. Please do more Uboat simulator games!!! You have the best tutorial for the game on RU-vid! Your analytical way of playing is so awesome!! That's my request!!!
can you do a tutorial for the tdc where set the gyro angle to zero on the tvc manually and work backwards from there to the bearing you need to launch at to get that zero gyro angle shot off -- mainly how to work with the gyro angle as the driving force for your shot. Also how to time synchrous shots on multiple ships so they hit multi target at the same time -- thanks!! great vid by the way much appriciate -- bought uboat 1.0 on release sale -- just not got around to yet also while I think of it could you do a tutorial on using the attack disk -- it has many uses -- of which I do not know --- except for some way to use it to plot a 90degree course to targets track, parallel course to target as a way to get its speed (constant bearing method?) so much to learn... sorry one last thing thats always bugged me, why does changing the torpedo speed not effect the overall solution?
Great Tutorial. Final Request a short Video about the different Torpedos pro and cons and more over the differenz Fuses. When to use magnetic or Impact 😊
Real captains don't shoot torpedos and go up close and personal with the deck gun. Then you explain to High Command back to port why your uboat lacks a dozen of sailors and the coning tower is destroyed using your skills in diplomatic talks.
AOB is simple. If you're on the target ship looking forward - its just an angle between your sight and where the uboat is. If uboat is to the left angle is measured as negative.
When you have the data to plot the AOB in the map i wouldnt change it for eyeballing. Perhaps, how to get the AOB in the map with tools should have been better explained instead the visual method that can be pretty hard to understand for newbies. Anyways good tutorial.
Could you do a comprehensive tutorial about how to locate, intercept, and engage? Maybe even tricks for getting outta there after you attacked? That would be awesome
If you see this vid and it overwhelms you by its length don't give up on trying manual Targeting. It really is simple. Just enable miss and fail a few times and you'll be good to go in no time. That's how i learned.
The only question I have is for the C/37 TDC say the torp speed is set to 30kn, you set ship speed to 6kn, and then change torp speed to 40kn, is that auto change correct? In the example I see you set the torp speed to 40kn, and THEN set the ship speed. Would this set ship speed be incorrect for the 40kn torp speed on the C/37? Thanks!
Generally you're supposed to set torpedo speed up first. But in case you need to change it for some reason, DON'T adjust target speed! The TDC re-calculates the impact point with the changed torp speed by adjusting target speed.
@@AndiKoehn I don't really understand why you should not adjust the target's speed after ? Obviously the target does not change speed just because you changed your torpedo's speed. The input target's speed should still be (in the video's example) 6 knots after the torpedo speed change... So you should readjust it to 6.