Thanks for the thoughtful explanation! I understand it far better now, what a clever little tool! I bet you didn’t think 7 years later people would still be using this video as a reference for SH3!
@@SH3Bstanko6 Alas it couldn't save me from torpedo failures! Large tanker in heavy seas, opted for magnetic pistol due to the poor conditions. One exploded early and the other ran too deep and passed underneath the target harmlessly. My last two eels. Oh well! Curse those early torpedo designs :(.
Man I really do understand the historic value of leaving the written language in the Uboat on the panels and such but ... I don't read or speak German/Deutsch (my apologies in advance for not being sure which one it is). I really wish I could get my panels to have English tags on them like yours do. I use the GWX Onealex mod and my panels are really unreadable to me. I pretty much know what is what but I really wish I could read them. I am new to that mod so hopefully someone comes along soon and says hey man, you can actually change that. it would make my dang day! Awesome video as well. Thanks for taking the time for putting it out here. Hope all is well your way. Take care.
Just found your site and again thank you. For targeting, I use the quasi- Rich O'Kane / RockinRobbin's method were you only need to know the target course and speed to set up an intersection with lead degree. AoB and range are not important so it saves a lot of possible error. Technically, its the law of congruent triangles. But, that's me (and Richard O'Kane). Good Luck and Good Hunting!
I was just informed by Papasmurf, that the extra mark on the right side of the RAOBF wheel is for minimum magnification. It should be noted that I found it more accurate for Ahnanerbe version.
I wonder how you managed to get that 4:3 ratio to extend across the height of your screen, or is that a recording thing? I've tried desperately to get it just so, with and without DxWND, but to no avail. The only way to keep the game from stretching across the entire widescreen is to turn off fullscreen mode, but then the game window stays at 1024x768. I just can't get it as big as my vertical resolution. I don't want to use those widescreen mods, they don't work on 16:10 either, I want the original 4:3 ratio, that's perfectly fine for me, that's how I've been playing Dangerous Waters for ages, but Dangerous Waters allows me to have 1,600x1,200 which is just high enough for my vertical resolution. I used MaGui F, it's supposed to be 4:3, but of course it's also just stretched across the entire screen, which makes it just as completely useless. I had to give up on this game. Sad, but there was no other way. SH5 offers normal screen resolutions and formats. No one ever seemed to bother updating SHIII in this regard, you can't even set a damn window resolution. Such a bummer. Well, I've come to terms with it and consequently thrown SH3 in the bin. There is no way to manually target and navigate properly with egg shaped gauges. But then I stumbled across... this... your video. It looks like I wanted to get it to work too. 🤔
BY far the best tutorial on this wonderful tool. Very many thanks for the straight-to-the-point, short tutorial. PS: Any reason for Otto Ites being your profile pic? (Just like to know why, my personal favourites were Topp, Suhren, Schnee)
It's dependent on style, and circumstances. I use wheel for periscope depth attacks, the nav map and plotting for fast 90 attacks, on the surface that is. On the fly attacks on the surface you can use the visual method too, judging the AOB by sight, but it generally has to be a 90 degree AOB or 30-45 degree. 90 is best but I like to get nice and close for these, particularly when your in the convoy lanes themselves at night on the surface. Fast 90 plotting attacks I do from the side on approach.
nye g Discovered the best way is to just understand the angles and make a rough guess, my initial confusion was due to port and starboard. Even if you're off by 10% you will usually still hit the target especially by firing two torpedos. Getting range is still annoying especially with real weather on as game doesn't seem to correctly judge mast and waterline for me. My main problem now seems to be having torpedos bounce due to slight angle on hit or seeing the torpedo just miss fast targets by a narrow margin due to said trouble with getting range.
i never understood manual targeting, for example: if you lock on the target it will track it and update the aob as you follow it, so then why you have to manually set the aob in the tdc if the tdc already tracks and knows the aob?
hey bstanko appreciate these videos this is actually helpful to me on sh5 wolves of steel, I was curious however im running gwx on sh3 and you have tdc dials at your attack periscope and I really like that how did you set that up?
Great video. Just a question. Do you have to be in X12 view do use RAOBF? At close range, the target fills the entire scope in X12 view making it extremely hard to figure out how many horizontal tick marks. Also, wouldn't it be a better idea to estimate speed first then range and AOB? speed usually stays constant, but AOB and range changes pretty fast.
Hi, what GUI and/or super mod has this scope/tdc set up? I currently have Greywolves 3.0 Gold and Conus widescreen and don't really care for it. I like this more 'grungy' look and all tools at hand.
Sir, the disk which you are using appears very similar to OLCs disk made for GWX @ 1024x768? Would you know a mod for or containing just that periscope disk for 1080p? Thank you!
I see I am set with my disk that I am using in 1080p. Even though I lack the red scratch like the S for AOB, but it is just simply where "25" is imprinted. Not really an issue. The lack of OLC disk's water line markings for AOB can equally be done the outside grid markings on the reticle. Finally, I understand the color scales on the chronometer now.
@@SH3Bstanko6 What I really want to learn is how to use the Yellow Disk Slide rule which comes with the 40 page PDF titled, "Kriegsmarine Angriffsscheibe Handbuch". I was the last American generation taking physics doing vector forces problems with slide rules and not TI/HP calculators. Thanks again for your many videos (I have watched many.)
Hello. Can you tell me, please, how to add Raobf and Atack disk in my SH3? I use GWX Gold edition 3.0, but there is no options. Maybe I need to install some mods? If yes, what mods? And my periscope screen looks different with yours. How to do the same? Thank you a lot for you videos and helping!
Hello friend, it is me again :D I have a question If I may - if the ship is going away from you - how do you add or subtract the degrees and to what value 90/180 or something else for port/starboard, also if you have not ideal ticks for range and for AOB what do you use - before or aft the end of the ship (regardless if it is bow/stern). I give you example - the Academy and the ship that starts around 270 degrees (opposite of the tanker direction). If I go manual on Speed and on eye on AOB I can hit (all of the ships) - almost always (unless he goes left and right etc.). With this tool - I basically never hit - it always misses and it miss for to-slow (the torpedo lags behind the ship - and this is in condition that I even release it at the front part). Yes I open the doors before I go for the firing solution and yes - I do it at full stop from the initial position - that means that the torpedo have to make a left turn, to go to the target. And even if you put a salvo at the target - for example 1 and 4 with 1 degree spread - both go behind the ship. It looks that closer you get - the bigger the error - the stationary ship that is a bow from you - it is actually very close - what readings the wheel gives to you? Even as distance?
Hey there. Are you using the RAOBF wheel? It does have a limitation. On the degrees. I just eyeball it and enter the closest degree port/starboard. For example, if the ship is going away on the starboard side, I try to figure between 90 and 135 degrees. If it gets closer to180 degrees (totally moving away from you) I would abort the attack. As you get better in the game, and ships are close to you, you will be able to eyeball the degree you want and not use the wheel. I hope that helped!
@@SH3Bstanko6 Hey thanks for the quick response. Yes when I use RAOFB wheel, I get laging sollutions. When I "eyeball" AOB - then I hit, doing all the calculations manually as you showed us before. When using the wheel and the ship is moving away starbord for example and I am trying to understand if it shows 30 degrees for example - this will be 90+30= 120 degrees or 180-30=150 degrees AOB for example. Also - can the error become from me taking to-slow the readings from the wheel. Or does it have minimum distance - for example 2000 or 1000 meters for correct readings. For example academy - the rear ship- manual targeting and eyeballing angle of 80-90 degrees with manual calc. - I hit all the time where I aim - for example amid ship from tube 5. With RAOB it goes a bit forward - hits at the nose most of the time. The other ship arond 270 degrees - the RAOFB lags behind the ship. The tanker for example most of the time hits very good even with slow torpedoes. When you count the ticks on the periscope - can they be un-even on the sides when locked - for example 5 on the back and 6 at the front - total 11, or go just for one aide and read 6x2=12 total. Also when counting do you count the closest one from inside or from outside when you have not exact tick on the length of the ship.
a lot of the mega mods change everything, including optics, for a genuine feel. To make the mega mod stand out. You would have to experiment do get the numbers for WAC. I do not use that one. I use NYGM.
Thanks for the tutorial. But I have some trouble understanding the AOB. What if the ship is at bigger AOB than 90? For example a ship at AOB 135. SO in the ring I will see 45 angle? (45+90=135) Am I right?
Andrey I don’t think you can because it is programmed into the GUI. Even if you did, I think it would be off because the tick marks of your scope would not line up with the solution The RAOBF wheel would give. Good luck if you find one!
@@smftrsddvjiou6443 I have to test it some more. I'm using Arb WideGUI, and when I use the full amount of horizontal marks I get an angle >90 on the Medium Cargo in the Academy. I will test using the full and the half amount a few times each and then report the accuracy
@@MegaTranquilla , Arb ? Ahnenerbe ? Just discovered this mod, used to play with OLC widescreen. I'm pretty sure for OLC, as I modded the periscop to 1.5,6 and 12 magnification. Ahnenerbe seems to have some wrong marks in the RAOBF. I don't use Ahnenerbe, as the TDC gauges are too small and I like to use the TDC.
5 years old but I found this to be exactly what I needed. Thanks!
Thanks for the thoughtful explanation! I understand it far better now, what a clever little tool!
I bet you didn’t think 7 years later people would still be using this video as a reference for SH3!
i hope it helps 17 years from now! glad it helped you
@@SH3Bstanko6 Alas it couldn't save me from torpedo failures!
Large tanker in heavy seas, opted for magnetic pistol due to the poor conditions. One exploded early and the other ran too deep and passed underneath the target harmlessly. My last two eels. Oh well! Curse those early torpedo designs :(.
@@timmy3822 Unfortunately a common problem. The hardest thing in the world is to see a juicy tanker in front of you, and you can't hit it!
I started playing SH3 last week and I really appreciate the insight
Man I really do understand the historic value of leaving the written language in the Uboat on the panels and such but ... I don't read or speak German/Deutsch (my apologies in advance for not being sure which one it is). I really wish I could get my panels to have English tags on them like yours do. I use the GWX Onealex mod and my panels are really unreadable to me. I pretty much know what is what but I really wish I could read them. I am new to that mod so hopefully someone comes along soon and says hey man, you can actually change that. it would make my dang day!
Awesome video as well. Thanks for taking the time for putting it out here. Hope all is well your way. Take care.
Erm... Deutsch is just German for German
Just found your site and again thank you.
For targeting, I use the quasi- Rich O'Kane / RockinRobbin's method were you only need to know the target course and speed to set up an intersection with lead degree. AoB and range are not important so it saves a lot of possible error. Technically, its the law of congruent triangles. But, that's me (and Richard O'Kane).
Good Luck and Good Hunting!
I have been looking for this explanation for days. It took the first half day just to figure out that the damn dial was called :P
Glad I helped!
I was just informed by Papasmurf, that the extra mark on the right side of the RAOBF wheel is for minimum magnification. It should be noted that I found it more accurate for Ahnanerbe version.
I just started 2 days ago and this helped me a lot.
The X mark is for calculating torpedo lead angle.
I wonder how you managed to get that 4:3 ratio to extend across the height of your screen, or is that a recording thing? I've tried desperately to get it just so, with and without DxWND, but to no avail. The only way to keep the game from stretching across the entire widescreen is to turn off fullscreen mode, but then the game window stays at 1024x768. I just can't get it as big as my vertical resolution.
I don't want to use those widescreen mods, they don't work on 16:10 either, I want the original 4:3 ratio, that's perfectly fine for me, that's how I've been playing Dangerous Waters for ages, but Dangerous Waters allows me to have 1,600x1,200 which is just high enough for my vertical resolution.
I used MaGui F, it's supposed to be 4:3, but of course it's also just stretched across the entire screen, which makes it just as completely useless. I had to give up on this game. Sad, but there was no other way.
SH5 offers normal screen resolutions and formats. No one ever seemed to bother updating SHIII in this regard, you can't even set a damn window resolution. Such a bummer. Well, I've come to terms with it and consequently thrown SH3 in the bin. There is no way to manually target and navigate properly with egg shaped gauges.
But then I stumbled across... this... your video. It looks like I wanted to get it to work too. 🤔
It may be a recording issue.
A video on how to engage a zigzagging target would be nice.
Thx
BY far the best tutorial on this wonderful tool. Very many thanks for the straight-to-the-point, short tutorial.
PS: Any reason for Otto Ites being your profile pic? (Just like to know why, my personal favourites were Topp, Suhren, Schnee)
Mine was Cremer. I don’t know! He just looks so proud like a military man should!
@@SH3Bstanko6 Cremer is a nice choice, I have a copy of his book :)
Pyry I loved that book! How the hell did that boat take so much damage and keep afloat... is anybody’s guess!
@@SH3Bstanko6 He is also one of the few that survived WW2 while serving on a Uboat.
❤
Thanks for the tutorial, very helpful.
Don't have the wheel, but saw another dude give a solution using the nav map and a protractor.
I use grey wolves expansion.
Whatever4690 you can use the 4 bearing method to get an AOB. That was most likely what you saw. I should do a video of that soon.
It's dependent on style, and circumstances. I use wheel for periscope depth attacks, the nav map and plotting for fast 90 attacks, on the surface that is. On the fly attacks on the surface you can use the visual method too, judging the AOB by sight, but it generally has to be a 90 degree AOB or 30-45 degree. 90 is best but I like to get nice and close for these, particularly when your in the convoy lanes themselves at night on the surface. Fast 90 plotting attacks I do from the side on approach.
nye g Discovered the best way is to just understand the angles and make a rough guess, my initial confusion was due to port and starboard.
Even if you're off by 10% you will usually still hit the target especially by firing two torpedos.
Getting range is still annoying especially with real weather on as game doesn't seem to correctly judge
mast and waterline for me.
My main problem now seems to be having torpedos bounce due to slight angle on hit or seeing the torpedo just miss fast targets by a narrow margin due to said trouble with getting range.
i never understood manual targeting, for example: if you lock on the target it will track it and update the aob as you follow it, so then why you have to manually set the aob in the tdc if the tdc already tracks and knows the aob?
it updates to the formula you give it at that time... errors will show as you observe the ship over time... so you have to update your TDC
hey bstanko appreciate these videos this is actually helpful to me on sh5 wolves of steel, I was curious however im running gwx on sh3 and you have tdc dials at your attack periscope and I really like that how did you set that up?
BulletsAndBeer In this video I am using MAGUI F gui mod. Thanks for the comments.
Great video. Just a question. Do you have to be in X12 view do use RAOBF? At close range, the target fills the entire scope in X12 view making it extremely hard to figure out how many horizontal tick marks. Also, wouldn't it be a better idea to estimate speed first then range and AOB? speed usually stays constant, but AOB and range changes pretty fast.
I think he did say the max magnification for your periscope, so either the 5x, 6x or 12x
Hi, what GUI and/or super mod has this scope/tdc set up? I currently have Greywolves 3.0 Gold and Conus widescreen and don't really care for it. I like this more 'grungy' look and all tools at hand.
Hi there. In this video I use NYGM as a supermodel and MAGUI F for scope.
Sir, the disk which you are using appears very similar to OLCs disk made for GWX @ 1024x768? Would you know a mod for or containing just that periscope disk for 1080p? Thank you!
It came with MAGUI F. It changes the periscope. It is not a single mod.
I see I am set with my disk that I am using in 1080p. Even though I lack the red scratch like the S for AOB, but it is just simply where "25" is imprinted. Not really an issue. The lack of OLC disk's water line markings for AOB can equally be done the outside grid markings on the reticle. Finally, I understand the color scales on the chronometer now.
@@SH3Bstanko6 What I really want to learn is how to use the Yellow Disk Slide rule which comes with the 40 page PDF titled, "Kriegsmarine Angriffsscheibe Handbuch". I was the last American generation taking physics doing vector forces problems with slide rules and not TI/HP calculators. Thanks again for your many videos (I have watched many.)
Hello. Can you tell me, please, how to add Raobf and Atack disk in my SH3? I use GWX Gold edition 3.0, but there is no options. Maybe I need to install some mods? If yes, what mods? And my periscope screen looks different with yours. How to do the same? Thank you a lot for you videos and helping!
The mod I use for my periscope is MAGUI F. That mod has the attack discs.
Thank you for your answer. Have a nice day😊
Hello friend, it is me again :D I have a question If I may - if the ship is going away from you - how do you add or subtract the degrees and to what value 90/180 or something else for port/starboard, also if you have not ideal ticks for range and for AOB what do you use - before or aft the end of the ship (regardless if it is bow/stern). I give you example - the Academy and the ship that starts around 270 degrees (opposite of the tanker direction). If I go manual on Speed and on eye on AOB I can hit (all of the ships) - almost always (unless he goes left and right etc.). With this tool - I basically never hit - it always misses and it miss for to-slow (the torpedo lags behind the ship - and this is in condition that I even release it at the front part). Yes I open the doors before I go for the firing solution and yes - I do it at full stop from the initial position - that means that the torpedo have to make a left turn, to go to the target. And even if you put a salvo at the target - for example 1 and 4 with 1 degree spread - both go behind the ship. It looks that closer you get - the bigger the error - the stationary ship that is a bow from you - it is actually very close - what readings the wheel gives to you? Even as distance?
Hey there. Are you using the RAOBF wheel?
It does have a limitation. On the degrees.
I just eyeball it and enter the closest degree port/starboard. For example, if the ship is going away on the starboard side, I try to figure between 90 and 135 degrees. If it gets closer to180 degrees (totally moving away from you) I would abort the attack.
As you get better in the game, and ships are close to you, you will be able to eyeball the degree you want and not use the wheel.
I hope that helped!
@@SH3Bstanko6 Hey thanks for the quick response. Yes when I use RAOFB wheel, I get laging sollutions. When I "eyeball" AOB - then I hit, doing all the calculations manually as you showed us before. When using the wheel and the ship is moving away starbord for example and I am trying to understand if it shows 30 degrees for example - this will be 90+30= 120 degrees or 180-30=150 degrees AOB for example. Also - can the error become from me taking to-slow the readings from the wheel. Or does it have minimum distance - for example 2000 or 1000 meters for correct readings. For example academy - the rear ship- manual targeting and eyeballing angle of 80-90 degrees with manual calc. - I hit all the time where I aim - for example amid ship from tube 5. With RAOB it goes a bit forward - hits at the nose most of the time. The other ship arond 270 degrees - the RAOFB lags behind the ship. The tanker for example most of the time hits very good even with slow torpedoes.
When you count the ticks on the periscope - can they be un-even on the sides when locked - for example 5 on the back and 6 at the front - total 11, or go just for one aide and read 6x2=12 total. Also when counting do you count the closest one from inside or from outside when you have not exact tick on the length of the ship.
What's the name of the documentation ? Do you have a link ?
Hi. Documents on what exactly?
I am playing on WAC5.2 and it keeps giving me non-sensical answers, like less than half of the real range value...
a lot of the mega mods change everything, including optics, for a genuine feel. To make the mega mod stand out. You would have to experiment do get the numbers for WAC. I do not use that one. I use NYGM.
Thanks for the tutorial. But I have some trouble understanding the AOB. What if the ship is at bigger AOB than 90?
For example a ship at AOB 135. SO in the ring I will see 45 angle? (45+90=135) Am I right?
Correct! You are at the starboard stern of this ship.
and if it's heading away you subtract the AOB solution from 180
hi,why I could not use the RAOBF in the Magui F mod,,,need any fix?
what mods are you using?
Where can I download RAOBF separately?
Andrey I don’t think you can because it is programmed into the GUI. Even if you did, I think it would be off because the tick marks of your scope would not line up with the solution The RAOBF wheel would give. Good luck if you find one!
Wait, so if this GUI lets you zoom in to 12x, does this mean for 6x zoom all the tick mark measurements have to be halved?
EiksonfromdaWehna no. MAGUI F had made it work for itself. Just use the formula as I have instructed. It will work.
in OLC, yes, just halve.
@@smftrsddvjiou6443 I have to test it some more. I'm using Arb WideGUI, and when I use the full amount of horizontal marks I get an angle >90 on the Medium Cargo in the Academy. I will test using the full and the half amount a few times each and then report the accuracy
@@MegaTranquilla , Arb ? Ahnenerbe ? Just discovered this mod, used to play with OLC widescreen. I'm pretty sure for OLC, as I modded the periscop to 1.5,6 and 12 magnification. Ahnenerbe seems to have some wrong marks in the RAOBF. I don't use Ahnenerbe, as the TDC gauges are too small and I like to use the TDC.
@@smftrsddvjiou6443 There was a problem with the speed marks, but that is fixed.
Good day Bstanko6
Can I ask what is the mod that you have in this clip?
thank you
André
the mega mod is NYGM and the GUI is MAGUI F
@@SH3Bstanko6 thank you very munch.... will try it today
André
@@andreboisvert17 of course! Have fun.