Wolfpack

Wolfpack

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Basics of gathering data in Wolfpack Guide
By Budyneczek
Written by Georg Lassen(Rotting Christ) and Budyneczek with <3 for Duyfken pact uboat group
Credits also go to @wolfpackgame for developing the game we love to play, and to the amazing people that wrote guides/taught us/shared their knowledge with us, for us to be able to write this guide :saluting_face: .


Guide will cover following topics:
* Ship recognition
* Gathering data (speed, range)
* Attack disc explanation
* TDC (Torpedo Data Computer) setup

And maybe some more in the future, we'll see....
   
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SHIP RECOGNITION
Before you’ll have any idea about speed or distance to convoy, fist you have to know your enemy, who you fighting against. To recognize the ship press „C” (default) to open onboard menu and then „Recognition Manual”. It should look like this.


There are 3 cathegories:
Warships, Aircrafts (currently not in game) and Merchants. Most of the time it'll be 3rd option. After choosing cathegory we can see various data to collect


  • Engine placement – simply location of Funnel (Engine)
  • Superstructure – if u see 1 „building” its Composite if more it's Split. Passangers are obvious.
  • Islands – sometimes hard to spot, it can be in front, middle, or back of ship. By Island we mean
  • every elevation from avarage level of ships deck.
  • Masts- Here we put „code” with numbers about masts placement. Code start from Bow(front) of the ship, to it's Bow(back). There are 3 letters in code F-stands for Funnel M-is Mast and last K-Kingpost. Funnel is kinda obvious, you look for a smoke, kingpost is H-letter shaped crane and every other „pole” is Mast. Here are some examples.
  • Ship Type-if we know ship name we can type it in.

Masts
All those are called "Masts" in Wolfpack code letter "M". You can see their specific names in picture:

Authors of this masts picture are McDewgle and Koji Kamori from Wolfpack Community

This one, H shaped crane is called Kingpost, code letter "K"



Watch for the trap ! Mast number "7" could be mistaken with Kingpost (Especially at 90 AOB), easy way to tell difference is simply take a look at top, Kingpost's are slightly curver, also thicker.

Authors of this picture are McDewgle and Koji Kamori from Wolfpack Community

Also take a notice that silhouettes of ships in manual are at AOB 90. Some mast looks different at other angle. Here is example:

Author of HF7 Mast Photo is "Fox" Pic borrowed from his awesome guide:
UNDERSTANDING AOB on Steam

Some masts are very good to get the idea of AOB to convoy/ship. Alligned kingpost means AOB90, and others arms of mast "10" is AOB 45/135
Kinpost AOB90:


Mast 10 closing on AOB135:

Mast 10 AOB135:

Islands
Island as I said before, are higher points of avarage deck level, which could be found either on Bow(Front), Middle(Mid) or Aft(Aft) of the ship. Be aware that under some conditions (day of time/angle/distance) island could be hard to spot, if u "checkbox" wrongly, manual will show zero results or wrong ships. If you're not sure about islands dont "check" the box. Only difference will be more ships to choose from manual. Here are few examples :

Island at Bow(Front) and Aft(Aft), No middle island.

Island at Bow(Front) And Middle(Mid) NO Aft island

Now few examples for ships recon and data input:

Heavy Freighter, Type 44 HF44

Heavy Tanker, Type 12 HT12


Light Merchant, Type 4 LM4

Calculating speed
After succesfully ship recognition (that is a MUST) we can check LENGHT of the ship and MAST HEIGHT in manual to measure distance and speed. As example we'll take Heavy Freighter, Type 44 (HF44 for short)


Now we know that our target lenght is 124M and mast height is 35M. We can start to measure speed. Measure of speed starts from bow and stops at aft of the ship. The closer to AOB90 more accurate our measurements will be. Also take note that your ship must be at 0 Knots for better results, otherwise your speed will affect measure.

SPEED MEASURING
Point of timer start


Point of timer stop.


Timer stops with 1:44 (104 sec). Time for maths 😉 Equasion is (Lenght/TimeInSeconds)=Result/1,944
So we measured 104 sec, lenght of target is 124m
124:104= ~1.19 results is in m/s, we need to tranfser it into KN(Knots)
1,19*1,944= ~2,31 KN (1.944 is stable)
Let's compare with Tutorial's map


Distance measuring
Time for other value, Mast height. We checked in manual that its 35M. While looking through periscope you can hit default "E" to pop up scale. Arrows on keyboard to navigate between "1m" and "10m" value. Default "V" for switching between horizontal and vertical scale. We'll use vertical for measuring by mast, instead of horizontal for measuring by lenght, with that methode angle will not affect measure.
We measure with scale on left side of screen, placing horizontal lane of scope, either on highest mast, or "point of contact" ship with water line.

Measuring from bottom

Measuring from top

Result we've got is something around 48 centiradians. We can take avarage result "by eye" from scale, or use maths 😉
Simplified equasion is (using this method be sure to measure at max zoom x6 on periscope)
(3667 * MAST HEIGHT) / MEASURED CENTIRADIANS
Lets put in numbers (3667 * 35) / 48 = 2674m

Comparing to distance measured by game from map , I'll call it "pretty close"

Attack disc


Attack disc is a simply, yet genius tool. It can quicly give you some information but nothing for free 😉 You have to have at least some data. And yes, before u get a hang of it, its kinda pain in ass to use. You have to watch which "circle" you drag. Don't try to drag it by "pointer", try to "devide" it by 3 circle sections, and "drag by number scale"



First outer layer, relative course (brown) is motionless. 180 at top is reffered as "0" don't get confused at this moment, it'll be clear in a moment.



Second layer (light brown?) is for YOUR MAGNETIC COURSE. For example if your magnetic course is 330, you slide this circle to the point where outer scale of this layer with number 330 meet 180 from brown circle (relative course)

EXAMPLE



Next layer is for enemy course (Red/green with ships silhouettes)




For setting enemy course, slide this circle till point, when arrow meets right number.



And the last, inner circle is for your relative bearing from periscope. Point arrow to right number at outer brown circle.




As we can see if we input data we can have quick data readout. If we know enemy course, we can combine with our course and bearing, result will be AOB. If we have AOB we can slide it correctly to read out course of convoy etc.

TDC (Torpedo Data Computer)
Here I present most important device onboard. TDC, you will set it in order to fire torpedo at the right path to target.




1 IMPACT ANGLE - it shows at what angle torpedo will hit target. The closer to 90 the better.

2 TARGET SPEED - Here we set speed of target that we aiming for.

3 TORPEDO DEPTH - Self explains. Closer to kil greater damage. Look for daught of ship in manual. Be aware of waves.

4 TORPEDO STATUS - Its shows which tube are loaded/how many topedoes left. Also click on it to open reload menu.
5 SOLUTION INDICATOR - Simple light which shows ---> RED LIGHT NO SOLUTION ----> NO LIGHT GOOD TO GO:

No Sulution(Cannot fire) :



Solution(Ready to fire):



6 RANGE - Range to target measured in hectometers HM (1000M --> 10HM)

7 GYRO ANGLE - Shows what angle torpedo will make after leaving tube.

8 BEARING - Shows where choosen targeting device is pointed.

9 ANGLE ON BOW - Here we set AOB. (Simply to say : our position from targeted ships view)

10 LENGHT - Here we set lenght of the targeted ship, usually its 80% of lenght. This value is used only for salvo.

11 SPREAD ANGLE - Its shows calculated spread of salvo according to Lenght you set at point 10.

12 TIME TO IMPACT (TTI) - Shows how much time TDC predict till torpedo impact, accordingly to data we set.

13 ANGLE TRACKING - Choosing targeting device, for calculating AOB "on the run" while turning optics.
  • AP- Attact periscope
  • OP - Observawion periscope
  • UZO - Binoculars mounted at bridge
  • OFF- Angle tracking is off, we can set it manually on TDC
14 TUBE/SALVO SELECTOR - Here we can choose from tubes 1-4(BOW) tube 5 (AFT) and salvo.

15 SALVO SHOT (SALVO SELECTOR) - After shoosing salvo on point 14. we can choose what combination of tubes will be fired one by one.

RELOADING TORPEDO
To reload torpedo you have to click on "TORPEDO STATUS" indicator.
Its shows which tube is ready and how many torpedos are in reserve



After clicking you will open following menu:



1 Shows speed of torpedo
2 Shows choosen pistol mode
You can change SPEED only for torpedo type I, and pistol (IMPACT or MAGNETIC) for both torpedo types (T-I and T-II) by clicking on white icons

If u want to reload tube, you need to simple drag torpedo to designated tube



TUBES PLACEMENT IS :



Tubes 1-4 are FORWARD ones.
Tube 5 is REAR