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I doubt they didnt care about their exact position, BDU was clear about the assessment of the speed, course, and position of the enemy, and you cant do that if you dont know your own position.
Accurate positioning was vital for navigating the often treacherous waters of the Atlantic. U-boats operated in vast areas where familiar landmarks were absent, making precise navigation essential to avoid hazards and ensure safe travel.
U-boats often operated far from home ports and needed to understand their location relative to enemy shipping lanes, naval bases, and their own bases. This information helped them plan ambushes on merchant ships and avoid detection by Allied forces.
Positions were often necessary for assessing weather and sea conditions accurately, as these could significantly impact their operations.
Being aware of their position also helped U-boat crews gauge the distance to target ships, calculate attack runs, and decide when to dive to avoid depth charges.
U-boats often operated independently or in small packs, so knowing their position relative to other U-boats helped coordinate group attacks.
In sum, precise positioning was vital for the overall effectiveness and survival of U-boats during the war.
So gave it a shot and started a new campaign with no map markers, also threw in a few mods that adjusted boat fresh air capacity, slightly increased crew capacity and made crew discipline harder to manage.
First patrol out in a IIA, tracking targets to work out a accurate intercept approach was certainly quite a bit more inaccurate with me making a few errors in estimated speed and distance (Really wasn't expecting a Hydrophone contact estimated to be going medium speed to actually be going something like 16-18km/h lol)
Also used this campaign as a motivator to take my first proper crack at entirely manual fire solution calculations via the attack periscope, and whilst my first 1.6km distance attack missed (I think my AOB calculation was incorrect), the 2nd launch was spot on.
Then intercepted and sunk a 2nd freighter with 1 launch.
So far I'd say the main thing I've found that has changed the most is getting a accurate heading on more distant contacts to work out a intercept point.
Actually closing in and killing the target once I have visual confirmation of their target feels pretty much the same. Although I do feel more incentive to perform my own target calculations now.
Edit:
Oh and also on my first attack firing at my target 1.6km away, just as the torpedo was 10 seconds from impact the attack periscope UI reported that the target was starting to perform torpedo evasive manoeuvres.
As I was 1.6km away, stationary and down at periscope depth, I'd take that as pretty solid confirmation that targets can and will in rare situations detect torpedoes in transit. Albeit probably too late to really do anything about it.
Of course but i have said help, so, while much of the operational aspect can be relative, having an understanding of where you are in a broader geographic context can still play a significant role in effective submarine operations.
Nah. I mean sort of, but not in the "we must maintain our exact position on the map accurate to within 100m at all times" sort of sense.
Something like knowing were you are within like 10 miles for navigational purposes exceeds all those requirements 99% of the time. That's basically just updating your position hourly.
It is *possible* to maintain a super granular plot of your own position, but at a certain point, it's a whole lot of work for no benefit whatsoever.
Maneuvering boards are a *fast* and accurate way to solve tactical navigational problems and they were used by literally every navy in both world wars.
Edit - Well... maybe not the Japanese. Their historically insular nature lead to a whole lot of oddities and they may or may not have had some bizarre unique way of doing things. I haven't looked into it tbh.
It doesn't help with that. It makes a whole lot of workload for the guys working the charts for no accuracy benefit.
You are updating your U-boats position on the paper, so yes it has consequence if you move and you dont update. In the end that is precise positioning just in a relative context.
You don't need to do this part. Assuming you didn't change course, you can keep yourself at the origin point heading on bearing 0. It's just pretty basic geometry.
And he is incorrect. See my previous comment.
The aproximate distance of all contacts can be viewed on the left list of the hydrophone guy
one is the last option in the new control tool. it lets you get information about the target ship course. since you will have the same course .. so all you have to do is figure out ..your course.
after than is the ..distance. of which you can measure with the periscope.
so what you know is the ..bearing , distance and course.
so you can literally plot on map the enemy target location presently.
example: it's 010 , 6750m
put the point on that. then set up the course that you figured out earlier for the ship.
the main problem here is the distance calculation.
obviously closer it will become more accurate.. but still give you a rough idea of where the enemy target is located..
so you can set up an ambush.
after that is the exact same as you would do a drive by periscope only kill.
speed, aob , distance.
you can use the enemy ship structures and their angles to understand when the AOB is close to 90
then make sure you get the speed and understand also which side is left or right.
then kill.
Yes, I avoid long shots. I know something about the AOB guessing, i.e. you can check how far the masts that stand in a line are off and how the bridge can be seen. But I'm really not very good at this. I think in SH 3 or SH4 there were pictures in the recognition manual that showed the ships in 90°, 45° and 135° angles and I remeber reading that in the Pacific O'Kane was a master at this and was only 1° off by guessing.
Calculating AOB is my main hurdle shifting to calculating target information manually as well. Personally I found the relative mode toggle included in the in-game calculation tool where you set AOB based on the observed bearing of the target from your own perspective a huge help.
It's what I ended up using when scoring my mid-ship impact from 1.6km away on my 2nd torp launch after my original AOB calculation seemed to be way off.