Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That said, this is primarily a simulator; IIRC realistic procedure, once you've blown your cover like that you should submerge, leave the area, then surface once out of visual sight and tack parallel along the course the ship was going when you saw it ran away. Then, find its smoke trail and then set up another ambush for them.
I dont believe real UBOATs would chase ships down at long range while surfaced if they know where you are; they could easily be on the radio with somebody giving away your position and one bomber could kill you and your entire crew. Safest and I believe most realistic option is to to as I said above :)
Thanks! I'll do that. The only problem is they won't stop running away from me lol. So just to understand you, I need to be submerged and go very far away, then come back and try?
Realistically I believe on a lone ship they'd fire 2 torpedoes when the ship is exactly 90 degrees perpendicular to you or a few degrees before. Upside to exact 90 is your shot will be more accurate but downside is the torpedos will hit at greater than 90 degrees.
Upside to earlier is a better impact angle but downside is that it's easier to tell when a ship is exactly 90 degrees to you than other angles so you are more likely to miss if you go for that more optimal impact angle.
If you like playing realistically I recommend getting this app Sub Buddy (which has a working attack disk that real uboats had) and make sure you get the TDC (Torpedo Data Computer) mod. It's all easier to figure out than it looks at first.
https://play.google.com/store/apps/details?id=com.solutions.leonis.subbuddy&hl=en_CA&gl=US
Attack disk also available as a mod now:
https://steamcommunity.com/sharedfiles/filedetails/?id=2826021473&searchtext=uzo
If you get really into the game, I recommend reading the UBOAT operations handbook which is somewhere on this messageboard; will teach you how to make slight adjustments to improve accuracy on things like shots in passing, shots in chasing, and emergency turning shots.
This is an incredible simulator because all of these real life tricks WORK!
The name of what you are trying to do is called the overhauling maneuver:
10.) In taking up its station forward to the beam of the enemy, the submarine must not endanger its most valuable asset, invisibility. In daytime, in clear weather, the submarine should not therefore be able to see more of the enemy than just the tops of his masts (look-out on the mast, range-finder in the foretop, see Section I, B, No. 25).
111.) Attention should be paid to the differences in the conditions of visibility of the various sea areas. Conditions can be encountered in which it is possible to approach much nearer to a surface ship, without immediately being spotted, because the air is not always absolutely clear, and the dip of the horizon is frequently blurred and misty. In the Atlantic, a submarine can be spotted by the enemy as soon as it is lifted by the swell of the sea - as occasionally happens - even when, for a considerable length of time, the submarine could not previously have been visible from the enemy ship.
112.) The overhauling maneuver requires a high degree of tactical ability; its success is the pre-condition of the following underwater attack, and therefore the success of the operation. As a tactical masterpiece, the overhauling maneuver is therefore the exclusive business of the commander, and its preparation and execution require his unremitting attention.
113.) In fighting its way forward to the position ahead of the beam of the enemy, in borderline conditions of visibility during the day, the submarine is engaged in a long, drawn-out and extremely tiring overhauling operation. It is an incessant "nibbling at the horizon" [i.e.; to keep the enemy on the dip of the horizon] - going in again and again as soon as the tops of the masts get smaller, and sheering off again at once, as soon as they rise higher again. These strenuous efforts to overhaul the enemy are continued, in the Atlantic, hour by hour, and can only succeed as a result of indomitable resolution and an unchanging, obstinate refusal to let the enemy escape, even when the submarine finds that progress is very slow. Any change of course on the part of the enemy, or engine trouble, etc., occurring on board the enemy ship, may immediately alter the position in favor of the submarine.
114.) The overhauling maneuver should always be exploited, in order to obtain the particulars of the enemy (course, speed, pattern of the zigzag course) by careful observation of the course of the submarine itself, exact D/F of the enemy ship, estimation of range and position at regular intervals of time. These particulars are almost always more reliable than those obtained underwater.
115.) The overhauling maneuver and the attack should not be abandoned even when the bearing shows little movement of the enemy. Do net let the difficulties wear you down!
117.) Whether or not - in view of the low surface and underwater speed of the submarine - an overhauling maneuver in daylight is bound to succeed depends on the speed of the enemy and his position when sighted. If the enemy escort is well forward of the ships, or if the enemy has an air escort, so that the submarine is forced to dive both frequently and prematurely, thus further reducing its already low speed, the overhauling maneuver meets with an additional serious difficulty. But in this one case also, the submarine commander must show determination, and not yield anything unnecessarily.
118.) If the submarine is temporarily forced under the surface by the enemy escort, etc., it must not stay down too long. It should always try to surface again as soon as possible, in order to observe the enemy better and not to lose valuable time without a good reason.
119.) In case of sudden deterioration of visibility, due to squalls of rain, etc.; caution should be observed. The submarine should submerge again, if improving visibility reveals that it has approached too near to the enemy while unable to see him.
120.) When the submarine has reached the necessary position forward of the enemy's beam, that is to say, the counter D/F position in relation, to the general course ascertained for the enemy (see No. 108), it must move toward the enemy on the surface and underwater, always in the endeavor to get in a shot (discharge a torpedo) as soon as possible, before the position changes, i.e., before, for example, the enemy changes course, in such a way as to foil the attack.
Thanks for that writeup! I'll definitely give the handbook a read. It's crazy how accurate it is, because I was feeling the exact same frustrations mentioned while chasing the ship. I've been chasing him for so long I almost give up but I need to persevere.
Wow what's up man? lol and yeah my bad, will remember next time. So I'm actually have new difficulties now lol. I've spent the last 5 hrs literally trying to kill a ship going 7knots. I have no idea what I am doing wrong, my torps always go just a little behind the ship. I have been following your tutorial to the T and I can't figure out what I am doing wrong. I'm pretty sure it's positioning because it's sometimes difficult to get the 2 needles to point straight up i the TDC and even when they do, i still miss behind them. I've tried coming form the side, a little from the front and side and I still can't hit anything.
Is it better to be stopped moving completely? ugh so many questions.
If it's going much faster than that, you're not chasing a freighter, but more likely some kind of naval vessel.
Your sub should easily overtake it on the surface. Also you'll find that within the time following them detecting you, they will do a lot of zig zagging and speed changing.
If you patiently wait this out, they will soon go back to their prior course and speed in a steady fashion, and it's then that you should take your next shot.
Just never ever try to fire torpedoes up their tailpipe, it's not like a jet scenario where you want to fire at them from behind. You should always be basically firing at them broadside.
This doesn't mean your sub needs to be pointing at their broadside in a 90 degree fashion, of course, you can be traveling a parallel course and from there your torpedo will turn towards them and be able to strike them at that ideal angle.
Also, there's no need to chase down every ship. Keep note of where you see ships. Convoys tend to use invisible highways, and if you keep marking the positions of the ships you see on your map, eventually you'll see a pattern emerge and you'll be able to more accurately predict where you're likely to see convoys.
When you get a mission and part of it asks you to sink some tonnage of ships, you don't NEED to sink those ships in your patrol area. You can sink them anywhere. So feel free to go to where you're confident you'll find them.
Worst case, I used to venture into the english channel where I knew for certain ships were likely to pass and when they did, it's such a narrow bit of water that they can't possibly sneak by. I'd sink my tonnage at the mouth of the channel and then head out to patrol.
In the grand scheme of things, what's the difference between Lite_ly Salted and Slightly Salted?