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iccalm
01-28-07, 04:32 PM
I am noticing a persistent problem with aiming salvo shots using automatic computation. For instance: Large Merchant at 800 meters, almost perfect 90 degree approach, torpedos set for Medium Speed, Impact Pistol, 7 meter depth, spread of two tubes, separation angle 4 degrees. Fire at zero deflection angle. First torpedo hits extreme aft. Second torpedo misses completely. Target sails away.

Notice this does not happen at Fast Speed setting.

Can anyone tell me what is happening or suggest a fix?

Thanks in advance.

Jimbuna
01-28-07, 04:35 PM
I'm guessing your not opening the tube doors first 'Q' :yep:
This can cause a delay of something like 3 seconds which means the ship has sailed a few more metres on it's merry way whilst your outer doors are opening :yep:
BTW....'W' closes them again :up:

Ducimus
01-28-07, 05:03 PM
I'm guessing your not opening the tube doors first 'Q' :yep:
This can cause a delay of something like 3 seconds which means the ship has sailed a few more metres on it's merry way whilst your outer doors are opening :yep:
BTW....'W' closes them again :up:


Nope thats not it. I havent figured out WHY this happends, but it just does. Happends to me enough to where ive stopped using electric torpedos.

It doesn't happen all the time, and ive never figured out how to reproduce it but
you can have a perfect 90 degree shot on a target with a PERFECT solution (courtesy of mr WE), and hit with a steam fish. Then, go back, take the EXACT SAME SCENARIO WITH THE EXACT SAME SOLUTION, and miss with an electric torpedo. ALways falling aft of the target, regardless of range to target. You can be 500 meters, you can be at 3000 meters, exact same thing, every time. Fish falls aft.

As near as i can tell the game is having trouble with the targets speed. By setting the targets speed to be around 1 kt faster then what you think it is, ive scored hits. Converly since the game doesnt always do this, overcompensating targets speed often causes misses.

Im purely guessing here, but i think the game has trouble with certain speed settings. Stock game, targets were usually 7, 9, 12, and 14 kts. With all the work thats been done in the RND layer, target speeds sometimes very. 4.5 or 8.5 kts for example. im GUESSING that the game has problems with those figures. (internal rounding of the numbers?) Of coruse i could be totally wrong and there is no X.5 speed settings in the RND layer, ive never really gone to check, i only remember seeing something like that in passing awhile ago, and when my fish started missing consitantly with a perfect firing solution, with the fish shot at a 5 to 10 degree gyrgo angle, its the only thing i can think of.

Ive notice this a long time ago,and i dont recall having this problem in the stock game or in UC vanilla so im at a loss for a hard explanation.

Lanzfeld
01-28-07, 05:06 PM
Electric torpedos travel at slow speed not medium.

Ducimus
01-28-07, 05:11 PM
Electric torpedos travel at slow speed not medium.

Thats acutally an advantage. I perfer to use electric fish and shoot them first. Since they travel slower it gives me time to set up a second salvo with some T1's at a fast speed setting. 2nd salvo catchs up with the 1st, and both salvos hit almost the same time, minimizing the chances of the targets to evade.

All im saying is , i think i know what he means, and ive noticed the same thing (elctric fish falling aft of target consitantly). Drives me nuts acutaly.

bigboywooly
01-28-07, 05:21 PM
A quick scan of the Rnd reveals plenty of Speed=7.500000 and Speed=8.500000 entries
That may be the problem

Edit
Infact all the way from 4.5 to 16.5

Random waypoint speed changes

[RndGroup 1672.RndUnit 4]
Type=4
Origin=Italian
Side=0
CargoExt=-1
CargoInt=-1
CfgDate=19390101
No=1
Escort=true
SpawnProbability=50
CrewRating=2

[RndGroup 1672.Waypoint 1]
Speed=18.000000
Radius=15.000000
Loop=2
LoopProbability=50
Long=2901160.000000
Lat=3888970.000000
Height=0.000000

[RndGroup 1672.Waypoint 2]
Speed=16.500000
Radius=75.000000
Loop=3
LoopProbability=50
Long=2828660.000000
Lat=4042070.000000
Height=0.000000

[RndGroup 1672.Waypoint 3]
Speed=16.000000
Radius=75.000000
Loop=4
LoopProbability=50
Long=2457660.000000
Lat=4160570.000000
Height=0.000000

[RndGroup 1672.Waypoint 4]
Speed=14.000000
Radius=75.000000
Loop=5
LoopProbability=50
Long=2419660.000000
Lat=4432570.000000
Height=0.000000

[RndGroup 1672.Waypoint 5]
Speed=20.000000
Radius=75.000000
Loop=6
LoopProbability=50
Long=2167660.000000
Lat=4566570.000000
Height=0.000000

WOD
01-28-07, 05:40 PM
Same problem I just have had few time ago. My last two torps in the stern tubes TIIs fired on a lone Med Cargo (was just on way home so I decided to use them...and to avoid the opponents deck gun) ...400m...Perfect Position...95°....the first which one was aimed on bow hits totally midships....the one which was aimed on midships went directly on the screws...a bit after it...but luckly I forgot to change the pistol and shot the 2nd with magnetic *lol*

I think this problem often comes in heavy seas, where ships pump up and down and can´t hold constantly the speed....sometimes its 5 sometimes 6 or 7....changing 3 or 4 times in 10 seconds. I think this depends on how high the waves are set.

And with the electrics it will show it more drastically I think cause they´re nearly half slower then the max speed of the TIs and even 1/4 Slower then the med speed of the TI.

Just a thought of mine. If it occurs in calm sea too then surely something´s wrong.

WOD
01-28-07, 05:47 PM
A quick scan of the Rnd reveals plenty of Speed=7.500000 and Speed=8.500000 entries
That may be the problem

Edit
Infact all the way from 4.5 to 16.5

Random waypoint speed changes

[RndGroup 1672.RndUnit 4]
Type=4
Origin=Italian
Side=0
CargoExt=-1
CargoInt=-1
CfgDate=19390101
No=1
Escort=true
SpawnProbability=50
CrewRating=2

[RndGroup 1672.Waypoint 1]
Speed=18.000000
Radius=15.000000
Loop=2
LoopProbability=50
Long=2901160.000000
Lat=3888970.000000
Height=0.000000

[RndGroup 1672.Waypoint 2]
Speed=16.500000
Radius=75.000000
Loop=3
LoopProbability=50
Long=2828660.000000
Lat=4042070.000000
Height=0.000000

[RndGroup 1672.Waypoint 3]
Speed=16.000000
Radius=75.000000
Loop=4
LoopProbability=50
Long=2457660.000000
Lat=4160570.000000
Height=0.000000

[RndGroup 1672.Waypoint 4]
Speed=14.000000
Radius=75.000000
Loop=5
LoopProbability=50
Long=2419660.000000
Lat=4432570.000000
Height=0.000000

[RndGroup 1672.Waypoint 5]
Speed=20.000000
Radius=75.000000
Loop=6
LoopProbability=50
Long=2167660.000000
Lat=4566570.000000
Height=0.000000


This can really be the problem so it has maybe nothing to do with heavy seas I think. Good to know, I won´t use any electrics anymore :D

IRONxMortlock
01-28-07, 06:59 PM
I've also had the same problem firing salvos. Now I no longer bother and just fire each tube individualy. It has proven to be far more accurate.

(and yes I open the torp doors and adjust spread angle):arrgh!:
________
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ref
01-28-07, 07:10 PM
I am noticing a persistent problem with aiming salvo shots using automatic computation. For instance: Large Merchant at 800 meters, almost perfect 90 degree approach, torpedos set for Medium Speed, Impact Pistol, 7 meter depth, spread of two tubes, separation angle 4 degrees. Fire at zero deflection angle. First torpedo hits extreme aft. Second torpedo misses completely. Target sails away.

Notice this does not happen at Fast Speed setting.

Can anyone tell me what is happening or suggest a fix?

Thanks in advance.

the solution given byt the WO is for a single torp, you're firing a salvo of two torpedoes at 4 degrees of separation, one goes forward of your aim center and the other goes back, at 800 meters it gives a separation of 55 meters, if the ship sees your torpedoes and starts an evasive maneuver it's posible that it dodges one, try setting your salvo with a minor angle (about 2 degrees), at 800 meters should give enough separation to hit two different compartments.

Ref

Hartmann
01-28-07, 08:45 PM
Speed=18.000000


what does it mean ?? (this value ) :hmm:

Mush Martin
01-28-07, 09:06 PM
I am noticing a persistent problem with aiming salvo shots using automatic computation. For instance: Large Merchant at 800 meters, almost perfect 90 degree approach, torpedos set for Medium Speed, Impact Pistol, 7 meter depth, spread of two tubes, separation angle 4 degrees. Fire at zero deflection angle. First torpedo hits extreme aft. Second torpedo misses completely. Target sails away.

Notice this does not happen at Fast Speed setting.

Can anyone tell me what is happening or suggest a fix?

Thanks in advance.

Keep it simple open tubes unlock target move crosshair to first hold area
fire.

bigboywooly
01-29-07, 12:24 AM
Speed=18.000000


what does it mean ?? (this value ) :hmm:

The example I qouted above is a destroyer group
Speed=18.000000 Will be the speed of the group at waypoint 1
Changing to Speed=16.500000 at waypoint 2

iccalm
01-29-07, 04:58 AM
I am noticing a persistent problem with aiming salvo shots using automatic computation. For instance: Large Merchant at 800 meters, almost perfect 90 degree approach, torpedos set for Medium Speed, Impact Pistol, 7 meter depth, spread of two tubes, separation angle 4 degrees. Fire at zero deflection angle. First torpedo hits extreme aft. Second torpedo misses completely. Target sails away.

Notice this does not happen at Fast Speed setting.

Can anyone tell me what is happening or suggest a fix?

Thanks in advance.

Keep it simple open tubes unlock target move crosshair to first hold area
fire.

Neglected to say I am using steam torpedos, seas are calm, doors are open.
Target speed is constant.
Single shots seems best solution if you want to use medium or slow speed.