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Cpt_Geschraub
04-10-2005, 10:54 AM
So I have been playing SH3 for a week or two now and one thing that really gets me is intercepting those radio contacts. I'm sick and tired of taking my compass and drawing little circles around my ship and the contact and trying to figure out where I should intercept the contact. Which, Of course, doesn't work all the time and leaves me cursing as I sail in circles trying to find the ship. So I thought, hey, there has to be a formula to calulate these things. So I grab my calculator and a hour of trigonometry later I figure out the formula. Here's how to intercept radio contacts using Cpt.Geschraubt's interception formula.

You need: a TI graphing calculator or something that can evaluate sines and inverse sines. If you don't have one go here (http://www.calculator.com/calcs/calc_sci.html)

First, you receive the contact's position via radio. Here is a ship going at a slow speed.
http://img86.exs.cx/img86/4778/16lh.th.jpg (http://img86.exs.cx/my.php?loc=img86&image=16lh.jpg)
Next, you draw a straight line ahead of the contact going the same direction. This is the contact's projected path.
http://img86.exs.cx/img86/8728/26oa.th.jpg (http://img86.exs.cx/my.php?loc=img86&image=26oa.jpg)
Then you draw a straight line from your sub directly to the contact.
http://img86.exs.cx/img86/1832/34bl.th.jpg (http://img86.exs.cx/my.php?loc=img86&image=34bl.jpg)
Use your protractor to measure the angle between the two lines. The angle here is 123 degrees.
http://img86.exs.cx/img86/581/42el.th.jpg (http://img86.exs.cx/my.php?loc=img86&image=42el.jpg)
now use this formula to calculate the angle you need to turn from to intercept the contact. You should use knots as the the u-boat and ship's speeds.
http://img163.exs.cx/img163/8044/form3nl.jpg
My u-boat is traveling at 12 knots and the contact is traveling at approximately 5 knots.
http://img158.echo.cx/img158/2964/form28ww.jpg
And so the angle I need to turn to intercept the ship is 20.4534 degrees

measure the angle out
http://img51.exs.cx/img51/1120/50ov.th.jpg (http://img51.exs.cx/my.php?loc=img51&image=50ov.jpg)
and plot the point.
http://img51.exs.cx/img51/4011/60jv.th.jpg (http://img51.exs.cx/my.php?loc=img51&image=60jv.jpg)
make sure when you plot your course you plot it a little ahead of your point so you will end up in front of your target therefore you will have the perfect Opportunity to set up an ambush.
http://img51.exs.cx/img51/4686/76dj.th.jpg (http://img51.exs.cx/my.php?loc=img51&image=76dj.jpg)

With a little luck, you will spot the ship in no time.
http://img56.exs.cx/img56/3255/87on.th.jpg (http://img56.exs.cx/my.php?loc=img56&image=87on.jpg)
Note that this formula won't work well in bad weather because it's not 100% accurate and

visibility is very poor on dark and stormy nights. (trust me, I pulled up 5 meters beside a

c2 cargo before my crew finally spotted it.)

Also note that the accuracy of the formula decreases the further you are away from the target so I recommend you use this for 150km or less. Happy hunting!

RedTerex
04-10-2005, 11:20 AM
I am sure that new players to the Sim will find this very helpful.

Thanks for taking the time to do this for the community.

I always tend to plot my course to coincide with the estimated course of where the ship should be at 45'o if possible, rather than directing to where the first contact was made.

Cpt_Geschraub
04-10-2005, 11:49 AM
ok, after I posted this formula I went and played SH3. Then I used this formula to intercept a ship traveling at 10 knots 163.7 km away!
I love my formula. http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

blue_76
04-10-2005, 11:49 AM
very well done! its sad that these things were not even mentioned in the game manual, but thanks to people like Cpt_Geschraub, newcomers to the game will not feel so lost. thanks!

http://forums.ubi.com/images/smilies/10.gif we should sticky this or add a link to it in one of the 'essentials' thread.

Lassen
04-10-2005, 12:32 PM
*scratches his head, goes back to the way he's always done it*

Shame I'm hopless at formulas http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

Paajtor_61ShAP
04-10-2005, 12:51 PM
Yeah, same here...I hated those formulas I had to learn 20 years ago, and so I forgot them all.

I really love to use my map-tools, and during an interception, things can get pretty complicated.
But as long as I am the only one that needs to understand it, it's great...certainly, if my efforts put me right in the path of a large convoy, with still hours left to prepare our sub, and wait for darkness:

http://www.61shap.org/pilots/Paajtor/SHIII/patrol2/patrol2_convoy1_mapintercept.jpg


Besides that, using a today's scientific calculator in a WW2-simulation is not very immersive.
If you really want to go for it, then use a machine like this one:

http://www.webcom.com/calc/mult_class/pegs/euklid.jpeg

http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif


But...eveyone should have it his own way.
Good job on the mathematics, Geschraub. http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

S VIIC_41
04-10-2005, 12:59 PM
Pfft, yous and your fancy mathematical formulaic calculations... I just gun it in a course that looks like it'll intercept the target and hope for the best http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

Works most of the time...

Cpt_Geschraub
04-10-2005, 01:44 PM
common you guys it's a simple mathmatic formula. Just plug in the speeds and angle and it'll give you an angle to turn. If you don't have a scientific calculator use this one (http://www.calculator.com/calcs/calc_sci.html). Btw, I'm sure the uboat captains had their TI-83 graphing calulator to calulate intercepts.

Lassen
04-10-2005, 01:50 PM
My way is very simple. When the contact appears on the map, draw a straight line with the ruler tool using the direction of the contact as a guide. This gives you the direction.

Then, plot in a course that will ensure you arrive ahead of the contact somewhere along the line.

Go to periscope depth, raise the Observation scope and wait.

When those sound contacts start appearing, you get a good indication of where you need to be and plenty of time to get into the kill zone.

Then it's just shooting fish and no mathamatical calculations. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

bo0ork
04-10-2005, 01:55 PM
Um... given that input data, I get 18.8 degrees.
Anyhow, you can omit the *1.852 since converting from knots to km/h isn't nessecary as long as both speed measurements are in the same unit.

So, in effect AOI = sin-1 ( TargetSpeed * sin(AOB) / OwnSpeed )

I think. =)

KiwiVenge
04-10-2005, 02:02 PM
I do it exactly how Lassen just pointed out. At first I used the methods at Domincirigg's web site. No formula's, just a good way of estimating how far along the target will travel on it's predicted course allowing time for you to get there.
http://hometown.aol.co.uk/dominicobaggio/intercept.html
Check it out, it works well and is easy http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif After a while of doing this method you can wing it pretty accurately by eye.

GT182
04-10-2005, 02:13 PM
Well done Cpt_Geschraub. Being 55 years old and wasn't that good in math to begin with, plus not having a trig book to the the sin of the angle.. I'm still lost. I can tho find em by hook or crook. Works most of the time for me, as it does for Lassen and Paajtor_61ShAP. http://forums.ubi.com/images/smilies/35.gif LOL

But I'm going to dig around and see if I can finger it out your way. http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif

Cpt_Geschraub
04-10-2005, 02:43 PM
Well you could use the old methods for closer interceptions, but what if the target is sailing away at an odd angle at 150+ km? Then you use my formula. http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

Sorry there's a typo in the picture the 13 is suposed to be a 12. http://forums.ubi.com/images/smilies/1072.gif

headhunterz1983
04-10-2005, 10:19 PM
Usually i'd use Lassen and Paajtor_61ShAP tactics, draw a line, estimate ahead for interception and zig zag or go in circles around the estimated area. Works most of the time for me. Yet to try out ur way. Cant belive u guys actually spend time working out formulas for this. by the way, how do u know what speed is slow, medium and fast?

KiwiVenge
04-10-2005, 10:27 PM
Give or take a knot or so

Estimate- Speed in Knots- Distance travel 1 hour
Slow ----------5---------------------10Km
Medium -------10---------------------20Km
Fast ---------15---------------------30Km
Top ----------20---------------------40Km

Approximates, but it works.

twistedpretzel
04-10-2005, 10:35 PM
I wing, dont think iv failed once in my 7 patrols.

I say hes going this way, if i go here ill probably get him, surface, go flank, time compress, dive use hydraphone, adjust.

More fun then math.

quillan
04-10-2005, 10:37 PM
I always plan on 7 knots if it says SLOW and 12 knots if it says MEDIUM. I don't even bother trying to intercept a FAST contact, unless it's heading right for me, in which case I can pretty much just wait. I got these numbers from experience. I've seen 7 knots come up as both slow and medium, so I think 7.5 knots is the dividing line between the two categories. When I see merchants traveling at medium, it's always 12 knots or less. That seems to be Ahead Standard for the bigger ships. If I get there early, well, I can just wait, or move back down the targets course and meet it on the way.

Simmoxx
04-10-2005, 10:54 PM
quite amazing how maths can strike fear into the hearts of such brave u boat commanders http://forums.ubi.com/images/smilies/16x16_smiley-sad.gif

ill have to try it out for myself,thanks http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

altstiff
04-10-2005, 11:00 PM
Never did I think I would love math so much.

NZ_Wanderer
04-10-2005, 11:20 PM
Thanks for that, must give it a try sometime when I can find a nice calculator to download.. - Going to that web page you juggested was a real pain in the butt, it did not like me at all....

Anyone know of any calc programs you can download and then run on your PC without having to do it over the net??

reumatiib
04-10-2005, 11:30 PM
You guys are all weird....I have never had any trouble intercepting radio contacts - and I do it with my eyeball and no calcs involved. You are all either goofy or Tards. Mayhaps its because I've spent so many years playing sub sims or what, I don't know, but really - you just have to know your sub and plot your direction angle with the eye. Kinda like shooting a gun long range. I suppose you could drag out the computers, charts and calcs to do that, but most ole boys I know JUST KNOW. Hey, learn to: USE THE FORCE LUKE.

gabriel_cd
04-11-2005, 12:09 AM
Well, for single contacts you can get away with eyeballing, but one may not dare to take the risk with a convoy contact.

For those interested, one of Microsoft's PowerToys is the Power Calculator which should do the trick. You should even be able to enter your formula with some variables (speeds, angles) and then just change the values of the variables and re-evaluate.

http://www.microsoft.com/windowsxp/downloads/powertoys/xppowertoys.mspx

Power Calculator

With this PowerToy you can graph and evaluate functions as well as perform many different types of conversions.

Happy hunting!

Frederf220
04-11-2005, 12:30 AM
If you can do 10 kts and he can do 5 kts. Then you pick a pair of lines where his is 2x as long as yours and his follows his course http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif Simple ratio of speeds can be used.

Say I draw two likely lines, his course for 50km and mine for 30 km that meet at some point. Well I just have to follow my line at 5/3rds his speed and he'll follow his and we'll meet in the middle.

chrisoloughlin1
04-11-2005, 04:43 AM
Nice formula ! Thanks

I presume the 1.852 is converting knots to kilometres travelled in unit time.

The other key bits of information which would be nice (and shouldn't be too hard to work out I guess) would be :

Distance to travel to contact (ie the other line in the triangle) and time to contact (ie time to travel at the given speed along the distance required)

Any takers ? (before I get out the pencil and paper)

deckchair5
04-11-2005, 05:39 AM
Distance/ speed = time
Hey you! Take your feet off the desk!

Meatba11
04-11-2005, 06:38 AM
I've been using a spreadsheet print-out with ship speed vs. distance travelled in various amounts of time. It was posted in either this forum or subsim's a week or so ago.

Basically, once I get a nearby contact I plot it's likely course with a straight line. Next I draw a circle of estimated distance for whatever timeframe I want from the spreadsheet. I then plot a course for my sub to the edge of the intersection of this circle and the ship's course line.

For example, if my circle was for 3 hour target distance travelled then my course end marker needs to show me arriving in less than 3 hours to guarantee interception. If not then I need to increase speed or forget about trying to intercept altogether.

dmm_u333
04-11-2005, 06:45 AM
mmm, i get 51 degrees. must be using the sin fuction incorrectly.
can anyone give a point by point way of using the standard Scientific calc in XP to perform this caluation
(sorry, i'm obviously s*** at maths!)

Amnio
04-11-2005, 02:44 PM
Whichever calculator you use, make sure it's set to degrees and not radians or else your calculations won't give you a (directly) usable result. On the Ti-calculators this function is usually found on the "mode"-button. To change this in the PowerToy Calculator which was linked to earlier, you will need to check View->Advanced Options->Degrees. Then you may type the following in the "Input" field at the lower half of the screen: "asin((speed of contact*sin(angle measured))/your speed)" (without the quotes). There is, as other posters have noted, no need to convert to km/h so that'll save you some typing.

zanfa22
04-11-2005, 05:20 PM
hummm, but, your are seeing your target at the map :/ you are not suposed to be able to see him :X

besides how do u know his course?

dmm_u333
04-12-2005, 03:03 AM
well, Uboats DID receive contact reports from both the BdU and other uboats so this is NOT unrealistic!
(the contact reports would include size of convoy, speed and direction).

thanks Amnio for the calc clarification - it works!

krasoth
04-12-2005, 06:14 AM
to be honest it's much easier and quicker just to guestimate a rough contact point from the speed of the two ships (yours and the contact)and the premise that the contact will not change course too drastically before you get there (this is based on a contact of a max distance of about 10k)

at worst you can aim to intersect the contacts course before he gets there and then just turn into the course and head straight for him. this is how i always do it and it takes, literally, about 10 seconds to get your new course. maybe not as scientific as the formula method but just as effective.(i'm on patrol 13 and have found a huge number more ships than i've missed doing it this way, i'd say about 80%/20% ratio.)

the main draw back is if the ship changes course before you see him but that applies to any method i suppose.

Cpt_Geschraub
04-12-2005, 09:04 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by krasoth:
to be honest it's much easier and quicker just to guestimate a rough contact point from the speed of the two ships (yours and the contact)and the premise that the contact will not change course too drastically before you get there (this is based on a contact of a max distance of about 10k)

at worst you can aim to intersect the contacts course before he gets there and then just turn into the course and head straight for him. this is how i always do it and it takes, literally, about 10 seconds to get your new course. maybe not as scientific as the formula method but just as effective.(i'm on patrol 13 and have found a huge number more ships than i've missed doing it this way, i'd say about 80%/20% ratio.)

the main draw back is if the ship changes course before you see him but that applies to any method i suppose. <HR></BLOCKQUOTE>

But your method works for distances under 10km. Mine works for distances 100km+ http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif

Maj_Solo
04-12-2005, 09:37 AM
You dont have to calculate at all, with the map tools you can be almost 100% accurate. All you need is a distance/speed table to make sure you really dont need to calculate at all, then use the map tools, the circle things. To make the intercept perfect I also try to figure out where they are going by drawing lines to ports, cause if they say a convoy is going east means nothing if intercepting it takes 10 hours, the error is too great, better then to figure out the exact lane they are running in and stop right ontop of that lane and wate. I guess this is what most people do, when I started playing the game this is what I did in the north sea when I was just out fishing lone merchants, I draw lines between the ports they marked on the map and then ran up and down those lanes, preferably where lanes cross or two or more lanes are near, then I can listen on all of them and catch more fish. One obviously also have to take into account if the traffic have to round a peninsula or go through a channel to adjust the lane. Some lanes that one get using this procedure don't have much traffic. Some have even out at sea. I can not see the size of ports on the map that I know of but they have different traffic density. But drawing lanes like this you can find hem out at see too. If I could just see all the info I gathered during previous patrols.

krawz01
04-12-2005, 10:51 AM
Now if only I had ever learned Trig, this might make some sense to me http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif I'll keep eyeballin' it...it seems to work okay.

Fish40
04-12-2005, 02:49 PM
Love the formula, have the scientific calc., but where oh where is that protractor tool? On my map screen, the tool bar dose'nt include a protractor. Am I missing something? Please advise, as I'm anxious to start calculateing! Thanks in advance.

krawz01
04-12-2005, 03:03 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Fish40:
Love the formula, have the scientific calc., but where oh where is that protractor tool? On my map screen, the tool bar dose'nt include a protractor. Am I missing something? Please advise, as I'm anxious to start calculateing! Thanks in advance. <HR></BLOCKQUOTE>

I believe the latest game patch included the new protractor tool.

Alex715
04-13-2005, 09:31 AM
I wanted to add other useless formulas :

distance traversed by the ship = (d*sin(angle you measured)*V2)/(V1*sin(180-angle to intercept-angle you measured))

time of the crossing = distance traversed by the ship/(.5144*V2)

distance traversed by the sub = V1*0.5144*time of the crossing


d is the distance between the sub and the ship in meters.

v1 the speed of the sub in knots
v2 the speed of the ship in knots

Now you can make a good program on your graphical calculator...

Cpt_Geschraub
04-13-2005, 07:45 PM
I already made a program on my TI-83 and TI-89 that calculates angle to turn, distance you travel and time to interception. Now where can I host these programs so you guys with TIs can download them?

blue_76
05-02-2005, 01:04 AM
bump! for any new members, its something worth looking into. http://forums.ubi.com/images/smilies/25.gif

W.Irving
05-02-2005, 02:34 AM
Sweet.
Only, I don't cheat with the map auto update thingy.. http://forums.ubi.com/images/smilies/34.gif

I downloaded the map tools, and plotting a course is now very simple.
Whenever I find a ship worth investigating on the hydrophone, I draw a line in the exact direction of the sound source that's between 20 and 10kms long (depending on the strength of the sound). I then travel for a few minutes (not travelling in the direction of the sound).
Then do everything once again, and suddenly I have a rough course (and a speed, if I like). When I have the target in sight (and can extract a range), it's even easier to plot exact courses and positions.


http://img38.echo.cx/img38/2875/navi1md.jpg

Three visual acquirements of the target makes for a very accurate course. The red line is my course. I've stopped at 2.1 kms to wait for my target.
The most rewarding bit isn't where the torpedo splits the ship in half, it's where you hear your SO report the distance to the ship as ~2100mts.. http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif

trikke12
05-02-2005, 03:23 AM
Sorry, guys, but what's my protractor and where do I find it ?
TIA !

Fish40
05-02-2005, 06:19 AM
This formula works great! Have used it several times, even in crappy weather, and I still manage a kill. I don't have the protractor tool, since I've read too many negatives about patch1.2, and have not installed it. What I use, is an actual soft plastic "3 armed" protractor tool, sold in all marine supply stores. I'm lucky to have a large 20" crt monitor, so I have lots of room to work. After I draw my lines for the projected course of the target, and my position too the target, I just lay the tool over the screen, open the arms to match the lines, and read the angle. Then, plug the info into the formula to get the other angle. I set the tool to the new angle, lay it on the screen, and turn my sub to match the new angle. Sounds like alot I know, but it's not. I even like the more "hands on" feel I get by doing it this way. So far, it's worked every time. Why was'nt math this fun in school?

Platypus_1.JaVA
05-02-2005, 09:28 AM
The Protractor is a great tool!! I did not have any issues with the 1.2 patch. Download it!!!

It is now quite easy to plot convoy courses. For convoy's and lone merchants, I use an average speed of 6kts. If I see a contact on the map wich reads "Medium speed" I assume it is a destroyer. I always leave those alone.

Platypus_1.JaVA
05-02-2005, 09:35 AM
Ow BTW, within the formula that capt Geschraub has given, I see a factor of 1.856. As I understand, this is to calculate speeds in knots to km/h. However, we are dealing with ratio's between speeds, not absolute variations. Remember, sin alfa/A = sin Beta/B = sin Gamma/C. It doesn't matter if A,B or C are KM/h Mph, Kts, miles, cows or chickens. (as my old math teacher would put it) So, you can leave out the 1.856 factor. Less math and the formula will work just as good. http://forums.ubi.com/images/smilies/25.gif

I would like to use 6 knots as the speed of the merchants.

ApolloFS
10-02-2005, 05:41 AM
May I ask if it is possible to compute SIN manually, without a scientific calculator?

Jose.MaC
10-02-2005, 10:34 AM
Use a calc ruler or a sin/cos/tang table. With a little of practice, you'll master this way... and you'll doing just like those captains.

Since all those sistems just use logarithms (like scientific calculators) I don't find any trouble to use a calc instead of a table or a rule. Just a tool, nothing else.

Jose.MaC
10-02-2005, 10:42 AM
W.Irving, your solution is the tipical of any of those games of nuclear subs! You could even try it for blind shots with chances of succes. Have you ever tried to?

SeemanZ
01-23-2006, 09:07 AM
Uboat capitans did not have TI calculators, but they did have crew to do calculations like that for them, so for me anyway, plugging numbers into a calculator is like saying "Navigator, plot an intercept course"

And Platy is right. The formula contains something like 1.852x/1.852y, so the 1.852 is unnecessary. The 1.852 is very handy though, when you need to figure out how many km your target has travelled since the contact was made.
d=(hours since contact)*(speed)*1.852
-Z

Celeon999
01-23-2006, 09:47 AM
ITS THE NIGHT OF THE LIVING DEAD THREADS AGAIN !

http://forums.ubi.com/groupee_common/emoticons/icon_eek.gif

http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

Kaleun1961
01-23-2006, 02:41 PM
Dr. McCoy: "He's dead, Jim!"

Kaleun1961
01-23-2006, 02:42 PM
Originally posted by Celeon999:
ITS THE NIGHT OF THE LIVING DEAD THREADS AGAIN !

http://forums.ubi.com/groupee_common/emoticons/icon_eek.gif

http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

Someone insulted me back in July. When I think up a clever reply, boy is he going to get it! http://forums.ubi.com/images/smilies/88.gif

paulhager
01-23-2006, 04:04 PM
"Slow" is 7 knots or less.
"Medium" is 8-10 knots.
"Fast" is 11-24 knots (I think)
"Very Fast" is 25 knots +

I can vouch for the first two - not sure about the upper limit for "Fast".

Most ships traveling "Medium" are 8 or 9, so I use 9. "Slow" is usually 6 or 7, so I use 7. Fast is typically 12-14 for an unescorted tanker. Once you have that information then 7 knots is around 13 km/hr, 9 knots is around 17, and 12 knots is a little over 22 km/h.

I NEVER have to do complex calculations to contact singles. Convoy reports always give exact speeds so you they're ridiculously easy to figure.

Once you have either an estimated or actual speed, you use the compass to figure distance traveled to the nearest even hour, and then set your own course and speed accordingly.

No trig needed at all ...

Tigerboat
01-23-2006, 06:41 PM
Guess I am just lazy, but I just use the ruler tool to project the track, then guestimate the intercept based on distance I have to travel and the targets relative speed. Upon arriving at the guestimated intercept point on the projected track, I dive and pick them up on sonar, then pursue accordingly. Works for me almost all the time, and when it does not, the target has probably changed course (which I witnessed on radar once).

wessenhammer
01-23-2006, 07:35 PM
hmm, I just use basic math and the ruler tool and usually can plot an intercept course to within 5-7k ahead of the target if using radio contact info of est target speed and heading and the plotting course tool provided in sh3 and it takes about 20-30 seconds since all the numbers you need to do so is provided by bdu the ruler and the plot tool. Of course 10grade was the hardest 3 years of my life, but obviously I learned something that helps me do this... http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

hueywolf123
01-24-2006, 07:06 PM
Seeing as all I tend to get told other than the fact it's a ship, is that it's moving slow, or fast or medium. With this in mind, plotting an accurate course won't really work because the factors you are putting in are not accurate. I then use the pool table method, look at the map like a pool table, you are walking around looking for the best shot. look at the angles and guesstimate the meeting point. If you are there early, relax, have a coffee and wait. As long as you are within 10 or so k's, the hydrophone will pick them up and lead you the rest of the way.
This aint rocket science, just fun

capt_frank
01-25-2006, 05:42 AM
an alternate methodology...

1. draw his projected path;
2. plot your course to intercept the ship "as shown on the map";
3. plot your next course dirctly along the ship's projected path, and
4. blow his a$$ off when you intercept.

http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

vietvet1950
02-09-2006, 10:35 PM
I tend to guesstamate a lot, and it works about 50% of the time. If I miss, oh well, I'm sure that the real boats didn't bat 1000 either.
I hope this doesn't get me banned, but I rarely chase contacts going at medium speed that aren't close to begin with, uses up too much fuel to catch them, and it's worse if you find out it's a fishing trawler that wanted to get home for the weekend when you finally hunt it down.

SquidND
02-10-2006, 12:48 PM
Boy do you guys got it all wrong! You should do what I did.

1. Join the Navy.
2. Become an Operations Specialist.
3. Learn how to use a Manuevering Board.
4. Leave the Navy after 4 years.
5. Wait 9 years to use a skill that few people have for a game.

Wasn't that simple!!!

Crush623
02-10-2006, 02:51 PM
Does anyone know how real Uboat commanders calculated it?

How do today's modern Navy Operations Specialists do it? And what is a manevering Board???

Robards
02-12-2006, 10:04 AM
HueyWolf has it almost right. But since this is a subsim, I pretend like my sub is a torp (instead of a billiard ball) that can turn at the last moment...so I simply intercept slightly ahead of schedule, making sure to prepare the boat on the way (torp loads, fuel consumption, etc)...hit the arrival spot and dive and LET THE BOYS sleep while my officers and me have coffee....never fails!

hueywolf123
02-12-2006, 01:27 PM
Originally posted by Robards:
HueyWolf has it almost right. But since this is a subsim, I pretend like my sub is a torp (instead of a billiard ball) that can turn at the last moment...so I simply intercept slightly ahead of schedule, making sure to prepare the boat on the way (torp loads, fuel consumption, etc)...hit the arrival spot and dive and LET THE BOYS sleep while my officers and me have coffee....never fails!
Either way will do I suppose, but using my method on the weekend paid off. My third trip out and I ran into a convoy. Once I had taken out the armed trawlers (Surfaced and slugged it out) the rest were mine, 7 in all for a total of 93,000 grt, plus the 2 trawlers. It almost hit the 100k mark but not quite. Damage control had a lot of work though.
Anyway, the billiard table method does work on convoys but it is fairly hit & miss on single ships