SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Current crop of subsims & naval games > COLD WATERS
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 09-23-17, 07:22 PM   #1
Fenix
Watch
 
Join Date: Mar 2013
Location: NAS Whidbey Island
Posts: 28
Downloads: 33
Uploads: 0
Default Manual Fixes / Firing Solutions in Cold Waters

I've logged a few hours with CW and I'm having a lot of fun so far. I am a new NFO in the Navy and have a little knowledge on actual sub prosecution (from the air, however) that I wonder if I can apply here. The firing solution is improved in the game by refining one's sensors but I wonder has anyone been able to do things the old-fashioned way?

How accurate are those yellow bearing lines that sometimes shoot out to your ship on the map? And are there any in-game ways to apply marks with times, bearings, etc. to start to build a manual track? Maybe mods? Any kind of TACAIDs would be better than nothing. Also, for farther engagements, it would be important to know the speed of the torps themselves to lead the target. I think the active sensor ranges are given but I don't know how fast they each are. I'm sure I could run some tests but if it's out there already, I'd appreciate a reference.

Has anyone had any success prosecuting subs like this? I have my whiz wheel and a notepad and I'm ready to nerd it up! Really enjoying the game so far but I want to practice operating old school in the future.

Forgive me if this has been addressed already. I tried searching and found a lot of good info but I couldn't pin this down directly.
__________________
"Sighted sub, sank same"

Fenix is offline   Reply With Quote
Old 09-23-17, 07:52 PM   #2
nesbit
Watch
 
Join Date: May 2005
Posts: 25
Downloads: 9
Uploads: 0
Default

If I understand what you are talking about it's the pings. And it's very common to send a torpedo down a ping bearing. However if it's a fast target moving perpendicular to the bearing, the torpedo might miss. If it's coming at you it might overshoot.
nesbit is offline   Reply With Quote
Old 09-23-17, 08:54 PM   #3
Fenix
Watch
 
Join Date: Mar 2013
Location: NAS Whidbey Island
Posts: 28
Downloads: 33
Uploads: 0
Default

Is that what those yellow bearing line flashes are? That's good to know.

Every so often, the contact updates on the chart. If you take could get two good fixes at 3 min apart, you just divide the yards by 100 to get speed. So let's say the two fixes are 1000 yds apart, then the sub is going 10 kts. If there were a protractor tool or a more intelligent cursor, you could get course and bearing to ownship.

I remember there being some pretty good chart tools with SH. I hope we can get something similar in CW to do things old school, if there isn't already. Right now, I'd have to eyeball it or put physical tools to my screen, obviously not ideal.
__________________
"Sighted sub, sank same"

Fenix is offline   Reply With Quote
Old 09-23-17, 09:58 PM   #4
-Pv-
The Old Man
 
Join Date: Apr 2006
Posts: 1,434
Downloads: 5
Uploads: 0
Default

Just let your crew do the work. You can help them out a bit by guessing the contact type. Within a short time your crew will give you bearing, speed, distance and position accuracy. You won't have much trouble nailing your targets with this information. The time period of these engagements are well within advance military computer age.
-Pv-
-Pv- is offline   Reply With Quote
Old 09-24-17, 08:18 AM   #5
Delgard
Skipper
 
Delgard's Avatar
 
Join Date: Oct 2004
Location: AZ & DC
Posts: 487
Downloads: 48
Uploads: 0
Default

I don't know that I have the time to spend waiting for the TMA team to determine an accurate distance. The enemy seems to react to my presence before that.

I think that is why I am quicker to fire.

I still have a lot of issues with torpedoes going after sunken ships.
Delgard is offline   Reply With Quote
Old 09-24-17, 12:07 PM   #6
-Pv-
The Old Man
 
Join Date: Apr 2006
Posts: 1,434
Downloads: 5
Uploads: 0
Default

Best to keep the wire if you can the steer them away from the sinks. The enemy subs rarely (if ever) hug the bottom.
-Pv-
-Pv- is offline   Reply With Quote
Old 10-02-17, 10:05 PM   #7
azanimefan
Nub
 
Join Date: May 2015
Posts: 2
Downloads: 19
Uploads: 0
Default

Quote:
Originally Posted by Fenix View Post
I've logged a few hours with CW and I'm having a lot of fun so far. I am a new NFO in the Navy and have a little knowledge on actual sub prosecution (from the air, however) that I wonder if I can apply here. The firing solution is improved in the game by refining one's sensors but I wonder has anyone been able to do things the old-fashioned way?

How accurate are those yellow bearing lines that sometimes shoot out to your ship on the map? And are there any in-game ways to apply marks with times, bearings, etc. to start to build a manual track? Maybe mods? Any kind of TACAIDs would be better than nothing. Also, for farther engagements, it would be important to know the speed of the torps themselves to lead the target. I think the active sensor ranges are given but I don't know how fast they each are. I'm sure I could run some tests but if it's out there already, I'd appreciate a reference.

Has anyone had any success prosecuting subs like this? I have my whiz wheel and a notepad and I'm ready to nerd it up! Really enjoying the game so far but I want to practice operating old school in the future.

Forgive me if this has been addressed already. I tried searching and found a lot of good info but I couldn't pin this down directly.
I sink half the escorts I fight by torpedoing down a yellow active sonar ping. Set the torpedo to surface search, and passive search (not active, surface ships are way too noisy to bother with pinging) then let it go. If I have a poor idea about distance i'll let it run for a few hundred yards, then manually steer it to keep it on the yellow ping bearing. eventually it will find the surface ship and finish it off. very easy to do it this way. Do the same thing to subs I didn't notice who suddenly ping. only those get the active search from the torpedo. pretty easy.
azanimefan is offline   Reply With Quote
Reply

Tags
fire control, fixes, manual, tacaids, tracking


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 03:47 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.