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Ispep
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Posts: 4117
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Posted: Tue, 22nd Mar 2005 14:13 Post subject: |
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holysinBR wrote: | K, just wondering here...
How the hell did I miss 3 torpedoes from this range?
all 3 just bumped on the ship's hull and "fell" to the ground lol
(was in a rush, used crappy PAINT to convert it to jpg heh)
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Did you use manual TDC and/or tweak the torp settings? or did you ask your weapons officer, if you asked your weapons officer then it is probably duds - and in reality they had a lot of them so it's realistic. If not, you made a mistake somewhere - and don't forget torps need time to arm so very close is not necessarily better, but you should be fine at 700m.
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Posted: Tue, 22nd Mar 2005 14:14 Post subject: |
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My sub was pointed at the ship like an arrow. I had hit the ship's engine before, so it was just idling in the water.
And thats just hte tutorial i'm playing.
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fisk
Posts: 9145
Location: Von Oben
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Posted: Tue, 22nd Mar 2005 14:25 Post subject: |
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Best distance to hit a sub is 500-1500m
Yes, yes I'm back.
Somewhat.
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Fanstyg
Posts: 40
Location: Belfast, NI
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Fanstyg
Posts: 40
Location: Belfast, NI
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Ispep
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Posted: Tue, 22nd Mar 2005 14:26 Post subject: |
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Oh I thought that was a 7, not a 1 lol! Wondered why you guys were talking about it like that 
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Posted: Tue, 22nd Mar 2005 14:29 Post subject: |
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Posted: Tue, 22nd Mar 2005 15:18 Post subject: |
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If you are too close (below 350m) then torpedoes have no time to arm, also there are duds in this game unless you disable them in realism options. Further, if torpedo hits at bad angle do to your angle of bearing to the ship or because it goes too deep and hits the angled keel of the ship then it can bounce off easily too. What you should do is adjust depth of torpedo in TDC options, if you are 2000meters or closer set torpedo speed to fast, and impact. However, I find that using mangetic trigger and letting torpedoes go right under ship keel yelds better results and you dont have to worry about torpedoes bouncing off.
Remember to use recognition manual to determine normal ship's keel depth, and set your torpedo depth to go around half a meter below. (WARNING, if you already damaged the ship and is taking water its keep depth may be much more at some parts so when you try to finish it off keep this in mind.) If you manage mangetically triggered torpedo go half a meter or less under ship bottom, the explosion will be destructive to the ship integrity.
Keep in mind, to adjust each torpedo speed before you plot TDC solution because TDC only prepares firing solution based on torpedo speed set before you start TDC, so if you get a solution and adjust torpedo speed then, you maybe off, also be sure to open torpedo doors before you start firing solution, that way as soon as you done and recheck it, you can fire it as soon as you feel like it, and not waste extra 5 seconds for the tube door to open.
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Posted: Tue, 22nd Mar 2005 15:32 Post subject: |
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DJSatane wrote: | If you are too close (below 350m) then torpedoes have no time to arm, also there are duds in this game unless you disable them in realism options. Further, if torpedo hits at bad angle do to your angle of bearing to the ship or because it goes too deep and hits the angled keel of the ship then it can bounce off easily too. What you should do is adjust depth of torpedo in TDC options, if you are 2000meters or closer set torpedo speed to fast, and impact. However, I find that using mangetic trigger and letting torpedoes go right under ship keel yelds better results and you dont have to worry about torpedoes bouncing off.
Remember to use recognition manual to determine normal ship's keel depth, and set your torpedo depth to go around half a meter below. (WARNING, if you already damaged the ship and is taking water its keep depth may be much more at some parts so when you try to finish it off keep this in mind.) If you manage mangetically triggered torpedo go half a meter or less under ship bottom, the explosion will be destructive to the ship integrity.
Keep in mind, to adjust each torpedo speed before you plot TDC solution because TDC only prepares firing solution based on torpedo speed set before you start TDC, so if you get a solution and adjust torpedo speed then, you maybe off, also be sure to open torpedo doors before you start firing solution, that way as soon as you done and recheck it, you can fire it as soon as you feel like it, and not waste extra 5 seconds for the tube door to open. |
What'd be the difference between doing that and asking the weapons guy to do the solution for me?
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Posted: Tue, 22nd Mar 2005 15:37 Post subject: |
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holysinBR wrote: | DJSatane wrote: | If you are too close (below 350m) then torpedoes have no time to arm, also there are duds in this game unless you disable them in realism options. Further, if torpedo hits at bad angle do to your angle of bearing to the ship or because it goes too deep and hits the angled keel of the ship then it can bounce off easily too. What you should do is adjust depth of torpedo in TDC options, if you are 2000meters or closer set torpedo speed to fast, and impact. However, I find that using mangetic trigger and letting torpedoes go right under ship keel yelds better results and you dont have to worry about torpedoes bouncing off.
Remember to use recognition manual to determine normal ship's keel depth, and set your torpedo depth to go around half a meter below. (WARNING, if you already damaged the ship and is taking water its keep depth may be much more at some parts so when you try to finish it off keep this in mind.) If you manage mangetically triggered torpedo go half a meter or less under ship bottom, the explosion will be destructive to the ship integrity.
Keep in mind, to adjust each torpedo speed before you plot TDC solution because TDC only prepares firing solution based on torpedo speed set before you start TDC, so if you get a solution and adjust torpedo speed then, you maybe off, also be sure to open torpedo doors before you start firing solution, that way as soon as you done and recheck it, you can fire it as soon as you feel like it, and not waste extra 5 seconds for the tube door to open. |
What'd be the difference between doing that and asking the weapons guy to do the solution for me? |
Weapon guy does not adjust your torp speed, trigger and depth, plus you have less of control where you want to aim the trops at if the ship is large.
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Posted: Tue, 22nd Mar 2005 15:53 Post subject: |
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Whats the difference between the triggers?
Where do I see the ship's keel depth? is it the Beam?
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Posted: Tue, 22nd Mar 2005 17:06 Post subject: |
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According to the developers, torpedoes will not arm if closer than 300m to target.
Difference between magnetic and impact (purely from what I've read, have yet to play): Think of impact as pressure activated switch at the very tip o the nose. It has to have a good, hard, and clean 90 degree type hit on the hull for maximum detonation chance. They are prone to a higher dud rate than magnetic apparently.
Magnetic, on the other hand, detects the change in magnetism when passing under a ship's hull, therein triggering the torpedo. These are more prone to early/premature detonation, especially in shitty weather, and are best aimed, as someone else pointed out, approximately .5-1 meter below the keel.
Now for a few questions of my own:
1. Is it possible to open more than one tube door at a time? Or have more than one open at a time without the other one toggling closed? Otherwise your solutions may be shit if your planning to fire a simultaneous spread, as only one tube door at a time open would kinda delay the others.
2. I assume if I tweak the torp. speed, depth, arming mech FIRST, and then go to the WO for a firing solution, he will caluclate with my adjustments in mind right? Or does he base his calcs on standard every single time?
I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
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Posted: Tue, 22nd Mar 2005 19:25 Post subject: |
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Angle of Bow is pretty easy once you understand it well and use your own bearing -/+ angle to the ship itself.
I love manual TDC because it allows me to make 4-5 km shots and get the feeling of reward when i make a hit.
As for ships depth of keel under water, when you use recognition manual, there is info there, this also makes it important to recognize ship properly, assuming you use manual tdc. Just remember in storm or when ship is already half sank its depth under water maybe affected. Learn to use both impact and magnetic torps well and you will see how your odd increase, especially when you have to make a shot on incoming destroyer with bad angle for good impact torp.
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fisk
Posts: 9145
Location: Von Oben
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Posted: Tue, 22nd Mar 2005 19:56 Post subject: |
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Is the "Plot course"-button on the Navigator good for anything else than jumping to the map?
And is there any other missions than patrols on Career-mode?
Yes, yes I'm back.
Somewhat.
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Posted: Tue, 22nd Mar 2005 20:07 Post subject: |
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I command you guys to post some piccies 
Quote: | PC awesome button = Uninstall! |
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Posted: Tue, 22nd Mar 2005 20:09 Post subject: |
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Posted: Tue, 22nd Mar 2005 20:39 Post subject: |
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Posted: Tue, 22nd Mar 2005 21:00 Post subject: |
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wow impressive, I like the 2nd link 
Quote: | PC awesome button = Uninstall! |
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fisk
Posts: 9145
Location: Von Oben
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Posted: Tue, 22nd Mar 2005 21:01 Post subject: |
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Something I've noticed:
a) There are never any german vessels besides mine anywhere... am I fighting the sea war alone entirely?
b) English warships can spot your periscope in pitch black.
c) Depth charges should be renamed death-charges... lol, this is no U-boat movie, one exploded just nearby my sub and my hull breached instantly.
d) Torpedoes in the early start of the second world war really sucked.
e) Running out of batteries and fuel while lying at the bottom of the north sea is a bitch.
Yes, yes I'm back.
Somewhat.
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Posted: Tue, 22nd Mar 2005 21:46 Post subject: |
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I am playing campaign and while its 1939, there are plenty of german vessels as I leave out for patrol, especially close to germany, usually spot a destroyer or smaller german ship.
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Posted: Tue, 22nd Mar 2005 21:48 Post subject: |
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fisk wrote: | Something I've noticed:
d) Torpedoes in the early start of the second world war really sucked.
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Learn to use torpedoes on magnetic trigger and make them go right under ship bottom, you dont have to worry about bad angle approach and bounce off. Although there are still duds possible and faulty mangetic triggers I find less problems than with purely impact approach.
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Posted: Tue, 22nd Mar 2005 23:40 Post subject: |
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Just remember that the Magnetic isn't just magnetic, they are Magnetic+Impact; better setting...less stable tho. So you've got a worse chance they'll blow up early. Set your torp speed to fast it makes a better 'boom' when they hit the hull especially at 1000m or less. You can sink most merchant ships with one torp that way.
Large cargo vessels(C2/C3) can take two torps if you have it set on medium or slow if you don't hit the weak points.
Always use Q to open your Torp doors before firing. That saves you the extra time.
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-=Cartoon=-
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Posts: 8823
Location: South Pacific Ocean
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Posted: Tue, 22nd Mar 2005 23:41 Post subject: |
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Immunity wrote: |
1. Is it possible to open more than one tube door at a time? Or have more than one open at a time without the other one toggling closed? Otherwise your solutions may be shit if your planning to fire a simultaneous spread, as only one tube door at a time open would kinda delay the others.
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Yes u can open them all at the same time if u want.. just select the torpedo tubes u want and press "q" and they will open
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-=Cartoon=-
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Location: South Pacific Ocean
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Posted: Tue, 22nd Mar 2005 23:46 Post subject: |
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fisk wrote: | Something I've noticed:
a) There are never any german vessels besides mine anywhere... am I fighting the sea war alone entirely? |
really.. ive seen alot when leaving port..
also remember u can call for a escort home
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Ispep
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Posts: 4117
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Posted: Wed, 23rd Mar 2005 00:10 Post subject: |
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I read that in the manual - you just use your radio guy funnily enough (logical isn't it ) - have to be 'near' a friendly port.
And I've had a peek at the campaign RND file and basically there are german boats included in the scripting - and you could go ahead and more if you wanted.
I'm waiting for some other poor sap to do that though - that way I'm as completely oblivious to it as possible.
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