Agreed with John. Subsim is heaven, I learned everything I know there. Their Silent Hunter III section is more thorough than the one for SH IV (or was, last time I played either), but both games are very similar (the only differences being the specs of each boat, the crew management, and the targetting computer). They also have lots of tools and gaming helps available. I don’t know what I’d do without the relative bearing paper wheel, or the on map protractor.
And yes, the general idea once you get a contact is to figure out where they’re going and when they’ll reach point A, haul ass to said point and lie there in wait, not try to catch up with them. Once you’re on their path, and already at 90° from their course, all you have to do are minute position changes and a couple of periscope sightings to get the perfect shot.
Here’s a very easy way to do this :
When you get a contact, you’ll be informed of its general course and speed. On the nav map, draw a line along that course, starting from the contact’s reported location, and following their course. Next, using the compass, draw tangent circles on that line, according to the contact’s speed (I don’t remember if the exact speed is given in the vanilla game, or only an estimate. Merchants usually make 12 knots, warships are 15-17). One knot = one nautical mile per hour. So if the target is making 12 knots, make tickmarks every 12 nautical mile. That way, you’ll roughly know where the contact will be in one, two, X hours, assuming it doesn’t change course.
Now, pick one tickmark, and draw a line from it to you own position. Divide the length of that line by the time it will take the contact to reach that tickmark. That’s the speed you have to make to reach that tickmark at the time the contact will. Add two or three knots to that (to allow for error, and to give you some time for manoeuvers, sonar detection and so on), and follow that bearing. Stop when you reach the line. And there you are, in a good ambush spot.
Now all you have to do is sight them, figure out their exact course and speed, manoeuver so you are at 90° from their real course, and about half a click away, line up your torpedo shots (forget about magnetic detonations under the keel : it didn’t work much for the Germans, and it never worked for the Americans - go for impact a few feet under sea level), evade destroyers and run away. That’s the hard part
I’ve read stories of skippers managing some more kills after that first salvo, but I never got the hang of it. Once the merchants are zig-zagging and changing their speed at random, I can never get a torp to hit, so I just call it a day and plot another ambush further down their path.