WOLFPACK TUTORIAL: How to FIRE and HIT a torpedo
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- Опубліковано 2 жов 2024
- EDIT 2: Holy shit! Thanks for 12,000 views! =D
EDIT: Wow! 7,500 views! Thank you all so much for the support :)
In this video I will explain how to find targets and how to accurately set the Torpedo Data Computer (TDC) in Wolfpack.
Feel free to leave a comment and let me know what your thoughts are!
𝐉𝐎𝐈𝐍 𝐌𝐘 𝐃𝐈𝐒𝐂𝐎𝐑𝐃 𝐒𝐄𝐑𝐕𝐄𝐑:
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TWITCH: / gamestach
TWITTER: / game_stach
FACEBOOK: / gamestach
Thank for this tutorial. This one is more clear than the one from the developers.
Thank you for this amazing compliment!
"You can't sink a convoy on your own? Well, I have done it!"
I've been getting several such comments lately. So before you comment this:
1) Yes, it is possible. I also did it in this video: ua-cam.com/video/fu4oIwGcGY0/v-deo.html
2) Why are you watching a video about using the TDC if you already sunk a convoy on your own?
The easiest way for me to calculate AoB is to imagine you are on the target ship. What is the bearing to your submarine if you are the target? The only difference is that instead of 360 degrees, use 180 degrees either port or starboard. Most of the time you can just eyeball it.
In the demonstration it was 80 degrees bow left but you were off of the target's starboard side as it was on the left drawing right so the angle is actually 80 degrees bow right. Its just confusing to the viewer because the overhead demonstration doesn't match the situation that the boat was in.
You can calculate the AoB
Calculate :
-Real ratio (RR) (length in meters divided by mast height in meters )
-Observed ratio (OR) ( length in division on the periscope divided by height in division)
Calculate OR/RR
Use a table : ibb.co/41q1kyR
Or just calculate ArcSin( OR/RR) # Arcsinus
I'm secretly a mathematician (don't tell anyone =) ), so I will take a look at this, test this and if this dramatically increases my accuracy, I'll make another video about it (where I will obviously reference your comment). =D
@@GameStach
My accuracy is about 70% with this.
I forgot to mention that this method gives the smallest angle between the uboat and the target
So if the boat approaches AOB calculated = AOB real (in tdc)
if he moves away AOB real (put in the tdc) =180- AOB calculated
It is why on the document i gave the AOB is inferior or equal to 90°
So when you calculate arcsin(OR/RR) or when yo used the table donc forget to do (180- the result )to obtain the correct AOB if the target is not approaching
If you need more explanation i can do screenshots with calculations on it
When you say NOT zoomed in it is 7,5, but you are zoomed, i feel like that is the opposite like the 4.3 is not zoomed and the 7.5 is zoomed
Thank you so much, this is very hard to me :)
Glad it helped :)
Just one question. For proper speed reading you either have to measure the time the full lenght of the target ship, or if you measure only the half then you have to divide the lenght by two. Am I correct?
About the measurement for half the ship: you mean that you divide the total length of the ship by the time, and THAT number (so after the division) you divide that by 2, right? If that's what you're saying, then: yes, you are right :)
literally the only tutorial on the internet about how to actually hit torpedos
Or you could reference the original German manual for fire procedures??
They are translated you know.
@@BillyBoze woooooooooosh
@@seanpe8474 Do you even know what Reddit is? smh
@@seanpe8474 stfu reddit normie
I'm not sure if it's mentioned down in the comments, but it should be said that the game now has implemented bots to add in controlling the boat. 😊
Yes, that is true! However, I have not really noticed any big improvements in terms of controlling the sub. Have you?
@@GameStach I find it does, as far as depth keeping and steering, as I can focus on working TDC and tracking. They do have there limitations as you're still technically doing the work, fussing around with ordering the bots. However, if the developers did add voice commands to control them, I feel that would be a big help.
When you say NOT zoomed in it is 7,5, but you are zoomed, i feel like that is the opposite like the 4.3 is not zoomed and the 7.5 is zoomed
What do you mean the amount you looked up divided by the number of bars?
no matter what i do, the angle is never right for me 😥
Thanks for the good guide
Thanks =D Glad it helped!
@@GameStach can u dake a guide about AOB with few examples?
when we on a same course with ship moving behind him bow angle will be 0 or 180?
Good question! I remember not being sure about the same thing.
In the situation you describe, it is 180 degrees. If you approach directly in front, it's 0 degrees.
All I saw you hitting were ships. The title said you were going teach me how to hit a torpedo.
Hahaha, well played good sir
Wait I’m confused on the speed, in the tutorial level it told me the speed was 3.9 knots of the ship....but when it took m/s it said 3.9.....what did I do wrong?
Ship is 150 meters long and took 38 seconds (iirc) to get to mid point
Tutorial says speed is 3.9 knots, is the game confused? Does the computer use m/s now?
Thanks for this tutorial series gamestach! Finally landed our first torpedo hit tonight with a friend, was so excited to hear the boom as we scrambled below deck to stay submerged. Hope to catch you on twitch sometime 👍
Glad to hear it helped! I have to agree it's a real thrill when you hear the explosion and you realize you're not the one that's getting hit. Hope to see more of your videos too!
Even after 4 years im watching this video, having played the game for 30 mins. You explained this extremely good! I now feel comfortable to shoot accurate torpedoes at the enemy. Thank you very much!!!
I cant seem to get a consistent answer to this question. Is there a speed range your sub can be going or does it have to be at a full stop to accurately fire.
Some say sub must be at 0 knots, others say you can creep at 2-4, and others say it doesnt matter as tdc being slaved to AP is enough of an update
2nd question. When setting the range, does it automatically update in the tdc or do i have to manually set range right before a launch torp
You can fire torpedoes at any speed provided that you update target distance consistently. As for the range, the TDC does not automatically update this value. You must recalculate range manually as you approach the convoy or gain distance from the convoy
@@McShaggswell thank you for the answer
im gonna try alone cause I dont have friends to play with :c
Same here man :'(
u can do it solo now whit bots :)
Is this a computer game? I only have Xbox but if this is on PC I want like yesterday is it called wolf pack?
This game is only on PC for now. I don't think they have planned to release it on Xbox just yet. They might though in the future :)
its called wolfpack yes....
.
and ya.... PC only
Really... how do you calculate the Angle to Bow seriously..?
It really looks like rough estimates xD
That is big problem with the Angle to Bow; you can not calculate it with any tools aboard the submarine. Unfortunately, you will have to make a rough estimation :(
The Germans were aware of this flaw by the way. That is why they fired multiple shots; one directly on target, on in front, and sometimes one extra.
@@GameStach I'm still not hitting anything.. I can only think of doing the Angle to Bow wrong.
Because the rest can be calculated
You should also remember that everything you calculate is an estimation, so there is always a range for error. Easiest way to reduce this, is to get close. What is the average distance you have when you’re firing a torpedo?
You can. You just need to have a navigator who knows what he´s doing. It´s simple. Just calculate the distance and tell him the bearing and let him mark it on the map..then wait few moments and do it again. with this you can have a better estimate of the angle to bow. because u know where´s he heading. Just dont change the heading of the u-boat between the markings. :D
@@GameStachYou can calculate the AoB
Calculate :
-Real ratio (RR) (length in meters divided by mast height in meters )
-Observed ratio (OR) ( length in division on the periscope divided by height in division)
Calculate OR/RR
Use a table : ibb.co/41q1kyR
Or juste calculate ArcSin( OR/RR) # Arcsinus
3:45 Does this work if the target is at an angle other than 90°?
Yes.
Since during the speed calculation, you were either:
- Standing perfectly still;
- Or while moving, kept your periscope exactly at 0º or 180º;
you essencially created a straight imaginary infinite line, between you and the direction you were looking.
So long as you can physically see the bow and stern of the enemy ship crossing this imaginary line, you can use the time it took to cross, to calculate speed.
In a perfect world, assuming the enemy ship was very very thin, and you could precisily see its bow and stern, and even if it was moving away from you, this technique would work.
The ship's profile would be really small tho and it would be moving very slowly sideways relative to you, but in a perfect world, the math holds up.
The reason why you'd prefer to be as close to 90º as possible to your target is because it is thick,
and it's really hard to see exactly where both its bow and stern are when it is moving directly away or towards you.
But other than that, it's like your periscope is projecting a "finish line", and you're measuring the time it takes the enemy ship to cross it fully.
Hope this helps!
This is super helpfull, helped me alot in 2022.
Great to hear! Thank you :)
how to hit a ship ? :)
Do i need to give lead to the target the farther away it is?
no..... if you set up the torpedo computer correctly.... it automatically places lead into the shot.
.
example.... you are facing direct north (0 degrees)
ship is moving from left (west...270) to right (east...90)
this means, your angle of bow would be 90 degrees starboard when the enemy ship crosses your line of sight when looking at 0 degrees
(the angle of bow will NOT be 90 degrees if you are looking to the left or right.... )
.
anyway..... lets say he is doing 5 knots
and you set everything up..... when he crosses yor line of sight when looking stright north..... you enter 90 AOB and fire
.
YOU MIGHT BE LOOKING AT 0 DEGREES
BUT!!! the torpedo will automatically take a lead angle..... say 15 degrees
.
you dont lead the ship
you place the cross hair on where you want your torp to hit (EX....the middle, or engine room).... and fire
Don’t believe this guy when he says you can’t do this on your own. You can and there is even a series in a few parts here on UA-cam where someone is playing this solo.
Oh, you mean this video I made? ( ͡ᵔ ͜ʖ ͡ᵔ )
ua-cam.com/video/fu4oIwGcGY0/v-deo.html
I find it easier to measure distance by putting the horizontal line at the top of the mast, and the scale on the water line. Easier and more accurate than making a mental picture of a line from the mast tip to the scale.
Valenorious Good point, thank you! That was actually what I was trying to bring across. Next time I’ll explain it more clearly!
@@GameStach One should remember that when reporting a bearing to other crew that the target is placed back in to center view. It is a small bearing difference, but it might matter when plotting on the map.The TDC synchronizes the AOB dial and periscope bearing so this is not a problem for the torpedo.
this did somewhat help me. i was playing tutorial and i hit two of the three Ships. i left before i could find the third one
the Angle on bow still confuses me, because when i have the angle tracking set to the AP, the AoB will change on the TDC depending on the direction that my AP is facing. I don't understand, please help.
That is the idea of angle "tracking". What you gotta do, is aim the periscope at your target, and then enter the AoB. If the target does not change it's course, the AoB will automatically update if it the target moves. Best thing to do, if you're not sure if the target is changing it's course, is to enter the AoB just seconds before firing. Hope this helps!
If you're not 90 or 270 angle off the target's bow, do you divide the calculated speed by the sine of the angle off bow?
Negative.
Since during the speed calculation, you were either:
- Standing perfectly still;
- Or while moving, kept your periscope exactly at 0º or 180º;
you essencially created a straight imaginary infinite line, between you and the direction you were looking.
So long as you can physically see the bow and stern of the enemy ship crossing this imaginary line, you can use the time it took to cross, to calculate speed.
In a perfect world, assuming the enemy ship was very very thin, and you could precisily see its bow and stern, and even if it was moving away from you, this technique would work.
The ship's profile would be really small tho and it would be moving very slowly sideways relative to you, but in a perfect world, the math holds up.
The reason why you'd prefer to be as close to 90º as possible to your target is because it is thick,
and it's really hard to see exactly where both its bow and stern are when it is moving directly away or towards you.
But other than that, it's like your periscope is projecting a "finish line", and you're measuring the time it takes the enemy ship to cross it fully.
Hope this helps!
When you calculate speed, you only time it up to halfway on the ship? Why? Do you divide the ship length in half prior to calculation?
To get the best value for the speed, you should calculate as I said in the video. You have correctly seen that I only measured the time for half it's length. That method decreases accuracy of course. If you do this you can either (as you said) divide half the length by the time OR divide the length by double the measured time.
Example:
Ship's length: 100 meters;
Measured time for half the ship: 10 seconds.
Calculation:
100/20 = 5 m/s
OR
50/10 = 5 m/s
I know this is 2 years ago but this helped a WHOLE lot, very clear tutorial to! Thank you!
Glad it helped! :)
Is the mast 8.5 or 7.5 (3:25) because i count 8.5? or did I have to take something into account?
You're absolutely right! My mistake!
When should I surface versus stay under? I try staying under but I can't catch up. I try to get close above water and I get spotted, or worse, shot at.
Good question! I've had this problem myself. I usually try to pass them; so I go around them in a great curve. You can't catch up to them below water: the electric engines are too slow for that (and you'll run out of power if you are below the surface for too long and are going full speed). Also on a different note: In my last few games the convoy always spawned moving away from me. Seems like this was accidentally added in some update (or you and I have just had bad luck).
@@GameStach I've played around 6 rounds and they've been moving away from me each time. I thought that's just how things were in this game.
Any advice on some sort of distance to keep while passing? I'm sure there are a lot of factors like weather and time but let's assume in perfect situations, how far away is safe?
I've played games where they were coming in my direction, or where they crossed my path in a 90-degree angle, so it's not supposed to be like that every time! I hope they'll fix that quickly, because having to overtake the convoy everytime is super annoying. But to answer your question ...
I would recommend about 6 km. That is (approximately) right after you're able to spot the convoy.
Good luck!
@@GameStach I took your advice when I played solo today and got two hits. When I was overtaking them I washed and put away the dishes. I'm in the Navy though and that aspect is strangely accurate.
youget2 Cool! That’s really nice to hear! Glad I could help. :)
(They should do something about the waiting time, because it really takes too long.)
Does the technique for timing the target speed also work when the angle on bow is not 90deg? Do you need to account for any geometry or does the tagetting computer do that for you? For example: The target is at 45deg AoB and you use the lenght/time method to calculate speed. Do you need to double the time to get the true speed?
No, you don't need to do that. That is the entire function of the computer :)
also if u want to play with some russians and help them to be better in this game u a welcome
(we also streaming for 300 and 52k subs)
Always nice to play with some friendly people!
@@GameStach so, how can we play togeter? discord, steam?
Nice tutorial :)
Honestly this is the best tutorial out there. I play single player and I have sunk more ships then I have in multiplayer 😂
Probably since you don't have to argue with a bunch of numbnuts who think they should wait until they are 2 meters from the target to shoot.
I thought you are only supposed to fire if seeing a readout of a gyro angle of zero? this is how I remember SH at least. So in the multiplayer setting would the guy on the TDC relay that information errrrr what?
Black Edelweiss I believe that is not necessary, because the gyro angle has to do with direction the torpedo is shot (and that has been already calculated by the TDC). Of course I could be wrong here.
shooting at 0 gyro will make the torpedo more accurate.... and reduce the chance of a circle run
however.... the torp computer is smart enough to adjust for the torps turn.
.
yo can shoot 135 degrees to the right or left of straight ahead IIRC.
.
the torp will pop out of the tube.... run straight for a few meters..... then make a hard turn onto course for intercept
Isn´t the AoB set by the aiming device you use? I´ve never set the Aob by hand so far, I just set the angle tracking device to the Attack Periscope and fire while aiming at the place I want to hit. I´ve even notice it update the AoB when moving the selected tracking device..
But I guess it doesn´t take into account the targets heading..
So you then aim in front of the target, right? You basically are then doing the calculation/estimation the TDC would do.
It IS true that if you set the AOB (while aiming at the target), and then change your aim, the AOB setting will automatically change with it, assuming the target's bearing does not change. But the aiming device does not set the AOB for you.
AOB will move..... yes.
but you need to set it manually (and it will still "update" when you look around) to get an accurate shot
.
Very good tutorial, and even though I have played Silent hunter 3 alot this games TDC looked very intimidating.
I had the same thing! In Silent Hunter it shows you the distance and speed of the target, and you can get a general idea in what direction your torpedo is going. Here, you just have to be very careful when setting everything :o
@@GameStach Depends on the realism settings you use in SH ;)
In your angle to bow diagram you have the angle coming out of the middle of the side of the target, but surely it should be from the bow(tip of the ship)?
Oh yes, you're absolutely right! Thank you for noticing.
In my defense: I thought about this when I was making the video and didn't know exactly where the angle should come from (hearing you say it now makes it sound too obvious of course). I argued: if the distance is sufficiently large, then it doesn't really matter from where you draw the line, since it will not change the angle that much. But, yes, I believe you're totally right.
@@GameStach I was thinking It could put your calculations off, but at short distance shouldn't make much difference.
Hightning McQueen Yes, that’s true, and also not at long distances.
Hello ! Thanks for this clear and quick tutorial.
Two things :
- I've been told to aim for the bow of the ship, not the center. Which is it, then ? :D
- Why do you fire another torpedo way ahead of the ship ?
My pleasure! :)
I can answer both questions with one answer. The idea is that, when you're doing all these calculations and approximations, everyone will make errors. This means that the torpedo will most likely not hit at the spot you're aiming at. To compensate for this, you fire some extra torpedos. I usually first the first one at the middle of the ship, the second in front and the third one behind the target.
Hope that answers your questions :)
@@GameStach Okay, thank you for your quick answer !
Yeeaahhh you know what? Nah. Ima just get a refund from steam. That's much easier to do. Too complicated.
True, but a challenge every now and then can really spice up your life :D
@@GameStach
You are right I guess.
I'm just too fucking stupid when it comes to numbers.
Me and maths? We have an understanding. We hate each other. Lol
@@legionofmetal9968 me too bro i just got this game surfaced 100m from a destroyer my first ever play through l.ao, it's a challenge but satisfying
i sunk a convoy on my own
So you say dont bother trying to sink enemy ships if you play solo ? wooow, great tutorial...
It's technically possible, but keeping the submarine stable at 12,5 meters is a bit hard when you're alone. Surfacing is not really an option since destroyers can one shot you if you're unlucky. Good luck!
If you want to sink ships solo you shouldn't play a co-op subsim game :P
@@benromijn9327 but this game allows you to sink ships solo, once you understand literally all the mechanics in the game its pretty much basic to have a 50% chance on sinking ships solo
This is a great tutorial. It helped me a lot. A wonderful and concise explanation. :)
Thank you! =D Happy I could help!
You make it sound easy.....now to go give it a try
You can do it!
:D
one nautical mile is 1852 meter`s so instead of multiplying with Target Length devided on the time from front to the mid line times 2 with = X with 2 it would only be logical to get the perfect measure by multiplying X with 1.852
While this is true, it does not really matter that much. Define Re(x)= 1.852*x as the "real speed" and let f(x)= 2*x be the "estimated speed". Then the absolute error is defined as f(x) - Re(x) = 0.148*x. Since x is a speed in meters per second, and the maximum we can enter on the TDC is 55 knots, we know that 0
alright but if say we know a ship`s distance is 80 hectometers
and 1 hectometer is 100 meters then the Target distance in meters is 8 000 meters
now say we do it your way,
"ship data example = Length: 155 m max speed: 14 Kts Mast height: 37 m etc "
time mesured is lets say 48 as in your video,
you take 155/48 = 3.229 * 2 = 6.458 knots
and my way is 155/48 = 3.229 * 1.852 = 5,980
then take my 5,980 - 6.458 = 0.478 knots aka 0.45 knots off wich seams like nothing
but the greater the length from target it requiers more accurate measures
sure you might hit a big boat that is 155 meters but i could not say the same for
a destoyer at that range with probably greater speed. @@GameStach
also if the speed is greater the miss calculation is increasing say for example "5.2 * 2 = 10.4" "5.2 * 1.852 = 9.6" 10.4 - 9.6 = 0.8 knots
I see what you mean, but to really show that you would miss in that case, you need more information. It would be of course interesting to calculate the exact range of values that would make you miss. Maybe I'll do that for another video.
I was under the impression that it was 1.94
I still can't do it
A big thanks from ukrainian community!
My pleasure :)
thx tuto
Is the speed relative or true speed?
Greggor It is the true speed. :)
That explains a lot, everything else was perfect other than that, not sure how to calculate speed while behind them. It’s a sub from me though.
you can play on ur own. i had practice for one day and now i can sink whole convoy
Thanks so much!
You're welcome! =D
Great video!
Thanks ma boiiiii
awesome tips. I'd love some more
Thank you! What kind of tips are you looking for?
@@GameStach i'de love to learn how to launch the torpidoes without the use of the computer, or maybe tutorials on UBOAT or silent hunter 4 or 5
@@Fifou001 I think I can manage that! I'll take it into consideration, thanks for the tip! :)
I don’t play games, I just wanted to figure out what all a real life World War II submarine captain had to do. I’m still trying to find out even more to see exactly how they did it versus how the game does it, though it seems like the game is pretty much the same.
But I will say gives you so much more respect for what the sailors had to do in war. You’re down there, it’s hot, it’s cramped, you’re scared for your life, you’re operating up a little sleep, and you’re trying to do the calculations, and trying to take a risk assessment whether it’s worth it or not overall, etc. Just unbelievable.