Using the four bearings method while moving. Silent Hunter - The Wolves of Steel - Tutorial
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- Опубліковано 12 вер 2024
- Please excuse the black borders on the sides. I´m playing this in a 16:10 resolution and the editing adds the black borders to make it fit a 16:9 full screen.
This video is showing how to use the four bearings method while your submarine is moving.
Very useful in bad weather or if you can not afford to be on the surface.
The things I promised to link:
Manual diveplane controls tutorial:
• Silent Hunter 5 Wolves...
RAOBF and Attack disc tutorial:
• Silent Hunter 5 Wolves...
Compass tool provided by the EQuaTool Mod, use the large style:
www.subsim.com...
How to plot an intercept course tutorial:
• Silent Hunter 5 Wolves...
The game is played with the amazing Wolves of Steel Mod that fixes most of the issues this game had and adds a ton of realistic features.
Get it here:
www.subsim.com/...
Stay tuned for more tutorials.
Well, at the moment I'm still picking up my jaw from the floor. The level of immersion on which that method gives is outstanding. Thank you very much dear sir :)
Every tutorial, gameplay or review of yours is a pure joy to watch! Vielen Dank!
There's a way to simplify the plotting, especially to account for the poor quality plotting tools in the game:
1) Plot relative. You don't really need all the bearings to be azimuths. Since you're moving in a straight line, you can simply plot as if you were heading due North, disregarding your true course. This removes the need to convert individual bearings via the attack disc - only the final solution, and you won't have to fiddle with the rudder to get at a nice course.
2) For plotting your own positions, instead of distance traveled per time interval, just use speed value directly. I.e. instead of 0.694m for 1.5kt in 15 minutes, simply use the value 1.5 - your speed (and 5.7 for the final leg). This, again, removes the extra distance conversions, only requiring the one at the very end, because distance to target will be scaled; and such values are much easier to plot with the game's tools.
The result will be a scaled plot relative to your course. Distance traveled by target between bearings would directly measure its speed. All the angles would still be correct, just relative.
For example, with data you've gathered in this video, the resulting plot would show:
- target's course: ~93
- target's traveled distance between bearings: ~7
- measured distance to target: ~33
Converting relative course to true would yield 98, since you were heading 5 degrees. Target speed is measured directly from the plot - 7 knots. Distance to target, in this case, needs to be divided by 4. 33/4 is 8.25. This gives true distance in nautical miles, which you can convert to km using whichever method (e.g. via the 1 hour column for the knots*hours table) - this would be about 15.3km.
Divisor for conversion will depend on time interval used for plotting: 12, 6, 4, 2 for 5, 10, 15 and 30 minutes respectively. Alternatively, if the value is small enough to fit in the tables directly, you can just read the distance from the minutes table (e.g. 33 "knots" for 15 minutes would've shown 15.279km, if the table didn't end at 32 :) ).
Oh, and when using 15 minute intervals (or more) you don't really need to account for that one minute of acceleration on last leg, simply use the overall speed (5.7 in this case). The small error there would just be lost in the granularity of the game's plotting tools anyway. I.e. in case of this particular plot the error would've been around 50m. At 15km from target, that's an absolute error in bearing of about 0.2 degrees - well below what you can realistically measure with the game's plotting tools.
That is a very interesting suggestion. I didn't think of that. I'll have to try it
Very interesting
you sir are doing the lords work
Yeah its long, but this is the best Silent Hunter attack I've ever seen. I'm gob smacked by your final approach in the fog , this is what its all about, no range, no identification, no time, you had what you needed already from hours at the chart table, speed and AOB, your switch from laborious math to 3 seconds of insane action was incredible. The simulation of the final deck gun attack on the listing Freighter was icing.
Thank you :)
These videos are truly amazing! It's a lot to take in but thanks for the lesson. I have lots of practice to do.
Great job, thank you. Without these examples, I would not have been able to win "my" naval battles. Thumbs up!
This will be looong evening watching this and learning. Though I'm still struggling with easier methods lol. Thank you very much for your videos, they help me a lot!
I have a funny story to share about the navigator's mistakes.
I was trying to refuel at the Faroe islands and was using the navigator to keep tabs on my position as I was navigating through the islands around the port. His margin of error actually put me on a direct course to dry land.
Not very nice. His margin of error is 12% for dead-reckoning iirc.
Haven't watched this yet, but I will eventually once I master the RAOBF and Attack Disk so heres your comment and a like.
Thank you :)
Perfect tutorial on how to use this and perfect the technique :) Tracked down a lone merchant and nearly got the course, speed and position perfect (it was running almost straight away from me which made it a little difficult to plot everything).
Thanks!
Nice, I'm glad it worked:)
@@Tonci87 one question, what is the compass rose tool helper? Might have missed it. Somewhere but couldnt find it. The stock one from TwoS isnt too accurate
@@yurijanssen2148 The link is in the video description
@@Tonci87 oh oops didn't expand the description! Perfect :-) thx!
More Silent Hunter 5 TWOS please! We beginners appreciate your work
Thanks for the video. Getting back to SH5 and enjoying being immersed. Still not used to the four bearings method, but will definitely try and use both the regular one and this one, as i progress through my campaign. Playing SH5 and watching your tutorials at the same time!
Thanks, I appreciate your effort, as soon as I learn some basics, I will try this.
Go for it!
Awesome work, I am learning so much from your tutorials! Keep doing what you do, subscribed :)
I can only imagine the pain of a target changing its direction in the middle of this lol
I'm going to do this with pen and paper ... i hope it won't take me a year so so.. :))
Great explanation overall, i only wish you would have went a bit more into explaining the math and logic behind it.
I wonder if this was actually used in war or not.
Subscribed, keep em coming.
I can not say if this exact method was used in WW2, but it is a historical method.
apparently, this method is called Spiess Line, and it was only introduced in 1953. Also, the Hydrophones of that time weren't precise enough to get bearings in the necessary precision. But nevertheless, it's a really cool method. www.mathscinotes.com/2015/04/computing-a-ships-course-from-four-bearings/ here you can find more about the math behind it, and links to the original papers.
@@hightechnician Thank you.
11k views is unfair for this video. It needs at least 50k.
Thank you! Unfortunately I don´t think that UA-cam promotes videos like this very much.
Hi all. About bad representation/resolution/quality of the hydrophone "dial". You see, the developper of the game did not take under consideration that there will be somebody like we, who would like to use such a advanced methods of nawigation/tracking. Modern games they make just for fun, they must be easy and for everyone, they do not care about inteligent players. :(
You are right
nice, now hopefully my ship that im tracking wont leave hydrophone range anymore from the normal (not moving) method :)
SH 5 at highest level - thanks for the tutorial...!
very nice guide
Great video!
Another great vid, thanks.
"Our submarine should be impossible to spot" - Famous last words
Lol
I see. This is like how Target Motion Analysis works, isn't it?
In essence, yes
Very interesting.
You can even control the dive planes individually?! I guess I should get on Subsim!
Great video! I've done some research on the spiess TMA and found that the 4-bearing on-the-move method can still be improved and saving a lot of plotting work. The idea comes from an US Navy document and also the relative motion plotting used in the US Navy Maneuvering Board. The theory is described here: www.subsim.com/radioroom/showthread.php?t=240883
An interesting variation of the method, however I do not know how well it can be applied in SH5. We do not have a nice maneuvering board in the game that is also easy to use.
@@Tonci87 Yes that can be a problem, although one can simply draw the plot using protractor and ruler starting from the same point anywhere on the map.
But anyways, I've also created a program to do such a task automatically using some advanced algorithm, when I feel too lazy to do all the plotting. Actually I'm using the situation from your video as a demonstration. You can check it out if you're interested: www.subsim.com/radioroom/showthread.php?t=244863
2 years later I get back into SH5 twos.
Timestamps for people who understand the theory and just need help with the process.
13:22 Start Accurate Real Navigation 4 Bearing Method. Just previous is an explanation of in ship precision compass. For perfect bearing acquisition.
Wow!
Great video, :) have you played any wolfpack yet?
Not yet, maybe if they make a good Singleplayer game out of it.
Very impressive herr kaleun good work
Tried to use this in Wolfpack but the last part in which the target's course is plotted didn't work out quite well for me..... and not sure what did i do wrong
Instead of using the compass in the radio room. You can use the attack disc. Turn the switch on the attack disc on to synchronize the attack disc. Then turn your boat until you reach the desired heading.
What is your mod for your sound mods with das boot sounds ?
Basically what is in TWOS, + a custom compilation
2 hours? Jeeesus
Yea I know... when by so fast ... this topic is very interesting and well explain. Vielen Dank!
Someone get this man a copy of silent hunter 3,4 or 5. Pretty sure they model in curvature
You might be exited to learn that I have an ongoing SH3 campaign on UA-cam :D
@@Tonci87 I don't know how this comment ended up here 😂 pretty sure it was meant to be on a flat earth video
very useful video for a beginner like me; any tip to change tools colour ?.; I see the colours pop up (on Tactical map only) but changes I make do not have any effect. Thanks again
Have a look at this to change the colours permanently: www.subsim.com/radioroom/showpost.php?p=2190351&postcount=41
@@Tonci87 Thanks very much, I shall try yr suggestion
It worked fine, thanks again
@@pierredegreve5610 You are welcome
You mentioned a link to the improved compass tool? I am using twos 2.2. Thanks in advance, G
Check the video description ;)
Thanx my bad. Using iPad for temporary access, muffed the interface. Thanx for brilliant, instructive and accomplished video.
I don't understand why the speed is constant 1,5 knots, if all machines are on full stop. I mean sure the sub moves through currents etc. but isn't that highly inconsistent, and only moving with a set speed could counter this a little? Or is this just how this game works? Thanks for the video though, it's really hard to get into this more advanced playstyle
That is the whole purpose of this video, to track the target with bearings only while moving. It's constant because he set the engine order telegraph to command a certain thrust/RPM. Which happens to come out at a speed of 1.5 knots submerged. In the game there is no current modelled as far as I know. But in the large scheme of things or the real world, both would likely be shifted by the same current.
Tonci87 Could you tell me what kind of mods do you use to thow out those all simplifications?
I was using the Wolves of Steel Modpack
@@Tonci87 Thank you
Can you implement the mathematical version of 4 bearings while on the move?
Sorry, but I don't think so. I prefer to use formulas and the calculator as little as possible
I tried this, was working great until the target bearing went back towards my first two bearing cuts! WTH?!
Did the target change its course?
Must have. Also, I can’t change the map tools colors like you can. I follow your instructions exactly and they always revert back. Any ideas?
Oh, and I’m subscribing. Hopefully you’re still in business lol
It looks like you've been playing a recent version for some time. Can you give me your opinion about the technical state of the mod. Do savegame corruption or crashes still occur frequently?
No and no. I run a few other mods beside it (very carefully selected) and regardless of that, I honestly can not remember my last crash. Make sure to always create a new savegame, not overwrite old ones, and there is no savegame corruption
@@Tonci87 Thanks man. I'm going to jump in again. Your tutorials will probably get me back on track ;-)
The current state is this: The ideal is to use the SH5 DVD version. The UPlay download does not work due to a ninja Ubisoft pulled in Oct of 2019. You will need to download the game from UPlay and replace the SH5.EXE unless you have the DVD version, or are on the Steam version. The steam version is only suitable for this megamod pack AFAIK. That UPlay workaround is explained in the Wolves of Steel Install thread on Subsim... that's what I have done so far.
I'm also currently investigating a certain glitch that occurs for me in a certain opt-in-mod for TWOS and/or system config circumstance that results in panels/icons becoming white and a crash related to playtime and sinking ships. To that effect I'm looking into a DVD disk image, that fell off the back of the truck and is available on the high seas, and if it works as I expect, since I have purchased the game and have it on UPlay, I should be able to use the full DVD version to install TWOS and not have to worry about cracking it. UPlay doesn't seem to care what version I'm using, only that my account has it. Anyway, like i said I'm investigating.
The Mod Pack is quite stable and major bug free in it's natural state, but you do have to follow instructions listed in the guide especially involving not being in the bunker when time advances past a campaign transfer or base transfer. The KSD Commander utility, especially editing the config directly, can be useful to hit certain time frames as it controls your days in the bunker if you start the game with it and load a save before entering the bunker. I have some minor annoyances that can be solved by TPing around the ship or manually clicking and closing menus. There are many built in options to lower the tediousness involved in submarining. I have a lot of the gamey stuff enabled simply to save me time in various ways. Sometimes I do it for real, sometimes i just turn on the Auto TDC and follow up a frustrating encounter with a running shot with magical precision. There are some idiosyncrasies that have always been a problem, like you should not Alt-Tab from an active game state. You should save, main menu, tab an do whatever, then load the save. Torpedo Dud logic is handled by a mod... so just leave that realism option on because you will get duds anyway if you turn it off.
TLDR: You still need some basic computer knowledge. Even with replacing the UPlay install with a patched DVD version of SH5.EXE I have no major issues that have impacted my gameplay except possibly with the optional "FX Increase Flooding Via Zones Faster Sinking" mod. Either that or having Win7 compatibility mode on while using Win7 caused it. Unsure which at this point.
@@mikegamerguy4776 I've played the U-Play version before and know about some restrictions like Alt-Tabbin and the bunker dates. Recently bought the Steam version and everything seems to work well so far. I just wanted to avoid major commitment if the game would become unstable or something, so thanks for summing things up.
This tediousness reducing plugins are a godsend. Decrypting every second message sounds like major pain in the **** imho. I would like to try real navigation, but my german translation mod doesn't support it. The greatest appeal for me are situations where i'm not prepared or couldn't gather precise target data and still manage to hit with sound estimations like observing the bow wave of the target to estimate speed and stuff like that.
@@DarthFiscus I finally settled on my UPlay download version using the work around that you have to dig through in the forums. Download and install the game, run it once, replace a thing, run TWOS installer. Done.
I'm not bored enough to discover if the DVD ISO i got hold of will work in the long run, though it launches just fine as long as I let it be the thing that first opens UPlay.
So whats next. Complete carriere? Max difficulty ?
Ausdampf and Auswanderungsverfahren aka how to hit your target without having any of the recognition manual information by using true historic methods. I´m already in 1941 in my current career, still alive :D
Omg my head😹
you are wrong @ 44:12
grap your calculater...
5.7 knots--- 1.852 km per knot
1.852 x 5,7= 10,5564 km/h
distange % 1/4 of an houre (15min )=
10,5564 % 4=2639,1m
not your 2394,m
sorry :-P
Well spotted :)