View Full Version : zig zag problem
tony000
12-04-2005, 06:06 AM
now every one agrees that once you fire a fish at a lone merchant and miss {yes it happens sometimes} the merchant starts to zig zag. I find it almost imposible [even in calm water} to score a torpedo hit once the zig zig starts. I usually surface and take her out with the deck gun. Of course, this would not be possible if their were any escorts. anyone have any other strategy with the above problem? What I mean is, are their any good ways to use fish once a zig zag starts?
Carl_Emmermann
12-04-2005, 06:31 AM
If the merchant in question is worth the expenditure of torps at all(C2/T2 or above), fire a spread of 3 torps.
Toggle a spread via the F6 key and set a very small angle between the torps.
If you do this with your first firing of eels, then you won't have to worry so much about the target zigging anywhere but to the bottom.
Even if the target starts to zig zag, a kill is still easily attainable by closing to 500 metres and close to 90 degrees, then smack the target at close range with a 'snapshot' or 'shooting from the hip'. Disable all TDC info by clicking the X on the notepad, then take an educated guess and fire at the bow or just in front of the bow of the target. At 500 metres and a speed of only 6-7 knots, zigs won't save him if you set steam torps to fast.
I use snapshots with very good results when the weather is too bad for accurate periscope readings and other factors prevent me from surfacing and using the UZO. You need to be close though.
froschman
12-04-2005, 06:44 AM
I do run forward of the merchant and wait submerged some 300m perpendicular to the merchant's main course. It comes zig-zagging, but when it it a bit before the closest point, and on a course straight at me, I fire a torpedo (or two, depending on merchant size) set to explode under the keel. Since the merchant is coming directly at me, the direction for the torpedo to go is constant, and when the torpedo arrives below the keel, it explodes from the magnetic influence.
It has worked pretty well for me.
Amnio
12-04-2005, 07:50 AM
If you use electric torpedoes the target won't start the zig zag routine even if you miss. As for how to hit a target that is doing evasive action, try from less than 500m (but above armingdistance of 300m) like allready suggested.
Alternatively: get out of the convoy, remain undetected and reposition for another go further down the convoy's path. Give it about 1 hour from the last time they spotted you (or your torpedoes), by that time they've calmed down and are once again easy pickings. This way you get better results while saving torpedoes.
lecek
12-04-2005, 11:02 AM
As mentioned, with electric torps target only starts to zig zag if you hit him but he doesn't sink.
That is one benifit for electrics.
If you are doing manual targeting, I would suggest as said above that you set up perpendiclar to his original course. The modification here is that you should aim behind where you want to hit him. Not too far just a bit. Like the space from the front of the C2's superstructure the the back of same. Turning slows the target down, and so does an AOB of less then 90. (Which is almost always if you are setup against his original course.)
Keep in mind you should avoid shooting at targets above 1km in range most of the time. It is twice as hard to hit a target at 1km then a target at 500m. 4 times as hard if you back off to 2km.
It might not be hard to hit a C2 at 2km, but it will be hard to consitantly sink him in one shot.
MickeyMouse_
12-04-2005, 11:15 AM
You can fire magnetic torps at less than 300m. I blew up a destroyer that was looking for me at only 220m.
vanjast
12-04-2005, 12:22 PM
Wot I do is...
you have it's original course averaged out from it zig-zag course. It's speed you can estimate by looking at it's bow wave. Set AOB to 90, set speed to 0.707 of that estimated speed... and BOOM! http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif
panthercules
12-04-2005, 05:59 PM
Originally posted by MickeyMouse_:
You can fire magnetic torps at less than 300m. I blew up a destroyer that was looking for me at only 220m.
That's odd - I thought that the arming distance was the same (about 300m) for electrics as for steam torps. The only time I misjudged and fired too close (thought I was about 325m, but turned out to be about 275m, and I was rushing to also get a stern shot off so didn't have time to check before my shot), both my electrics ran right under the keel without exploding.. The depth setting was perfect, so I figured it had to be the too-short distance that caused the problem). Sounds like you lucked out with that escort.
Amnio
12-05-2005, 05:38 AM
I'm pretty sure it's 300m traveled distance. So if you fire at a destroyer which is moving away from you you can of coarse fire from below 300m, as by the time the torpedo hits it will have traveled more than 300m to get to the target. Not sure if this distance changes later in the war though. Anyone?
MickeyMouse_
12-05-2005, 09:21 AM
No, it's only 300m for impact detonators. Just last night I blew up a docked enemy ship at about 250m with a magnetic detonator. Try it. BTW, you can use a magnetic detonator on the TI.
W.Irving
12-05-2005, 09:45 AM
300 metres is the distance of the line of sight.
The torpedo always travels a distance longer than the one indicated on the TDC due to the alignment of the tubes and the distance between the scope and the tubes. Also called the parallax angle.
It's 300 metres disregarding of the pistol chosen.
Try this though:
- The ship changes direction every 80 seconds.
- It zig-zags in a symmetrical pattern.
- When you notice the ship changes direction, it will take less than 40 seconds until it intersects the course it would have stayed on had it not started evasive manoeuvres.
Observe the ship, keeping a steady course parallel to it. You can see the expected travel time of the torpedo on the TDC map. Do not clear the solution you used for the first torpedo(s), assuming you have not changed course since!
Subtract the torpedo run time from 40 (perhaps make it 35 as it takes a few seconds to notice the ship has changed direction) and you have the number of seconds from when you notice the ship start turning, until you must launch the torpedo.
This method is fairly accurate. However, when the ship starts zig-zagging, its average speed decreases due to the turns and the fact that it's not travelling in a straight line. Sometimes this does not matter, as she's running at full speed - a few knots above the speed set on the TDC unless you damaged its propulsion. You could lower the target speed a little in the TDC to compensate, but the longer you wait to launch, the greater the error will be.
Maj_Solo
12-05-2005, 10:40 AM
Originally posted by vanjast:
Wot I do is...
you have it's original course averaged out from it zig-zag course. It's speed you can estimate by looking at it's bow wave. Set AOB to 90, set speed to 0.707 of that estimated speed... and BOOM! http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif
exactly!
Jose.MaC
12-06-2005, 02:40 PM
Originally posted by MickeyMouse_:
No, it's only 300m for impact detonators. Just last night I blew up a docked enemy ship at about 250m with a magnetic detonator. Try it. BTW, you can use a magnetic detonator on the TI.
I've experienced this whe doing down the throath shots against DD's. But don't know if the magnetick pistol explodes when really has done 300 m -i.e.: the ship can be about 70 m. long, so when I see it at 250 m., its end may be about 300 m from me.
MickeyMouse_
12-06-2005, 03:39 PM
Originally posted by Jose.MaC:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by MickeyMouse_:
No, it's only 300m for impact detonators. Just last night I blew up a docked enemy ship at about 250m with a magnetic detonator. Try it. BTW, you can use a magnetic detonator on the TI.
I've experienced this whe doing down the throath shots against DD's. But don't know if the magnetick pistol explodes when really has done 300 m -i.e.: the ship can be about 70 m. long, so when I see it at 250 m., its end may be about 300 m from me. </div></BLOCKQUOTE>
Could be, it's hard to say. All I know is that I had a great keel shot at a destroyer at about 250m range, about 5 knots speed, and 60deg bearing.