View Full Version : Night time attacks in GWX3
ddiplock
06-19-09, 06:04 PM
So i've had my first successful kill as U35. One 10,300 ton British Large Merchant sent straight down. Makes me happy.
But, i've noticed in GWX3 that everything at night seems a hell of alot darker. Its nigh on impossible for me to see anything at night. I don't recall it being this hard to see at night before, but would I be right in assuming this is a feature of GWX3???
And finally, when I sunk that large merchie, all the torps hit the same spot. Do I have to aim the scope, while unlocked at different points to make it a "point and shoot" device after inputting target data, or do you set a spread angle to get hits along the hull of a target??
Cheers chaps!! :up:
sharkbit
06-19-09, 06:11 PM
Unlock your scope/UZO and point the crosshairs where you want your eels to hit once all your targeting info is set.
Make sure the TDC is turned on though. :oops: I did that once and the eels when in some awfully funny directions than where I intended.
I've read that if your torpedoes hit the exact same spot, there is really no additional damage and you're just wasting torpedoes.
:)
ddiplock
06-19-09, 06:13 PM
Unlock your scope/UZO and point the crosshairs where you want your eels to hit once all your targeting info is set.
Make sure the TDC is turned on though. :oops: I did that once and the eels when in some awfully funny directions than where I intended.
I've read that if your torpedoes hit the exact same spot, there is really no additional damage and you're just wasting torpedoes.
:)
Yeha I heard that about the torpedos too.....yet the ship exploded the instant the 4th torpedo hit....must be some damage being done surely :)
The nights depend a lot on cloud cover.
They can get too dark to attack if it's cloudy and there is no moon.
U-boats may be creatures of the night, but the crews didn't have any special
ability to see in the dark.
If it is cloudy then plan attacks at late dusk or early dawn, just before the
light goes.
KeptinCranky
06-20-09, 04:15 AM
As for torps hitting the same spot, yes the 2nd and so on do some additional damage, so much so that your fourth eel caused enough for the section to be destroyed and the ship to go kerplooie...
Generally it's wise to use two eels (but not four, that's overkill) for any merchant over 4000 tons or so, and to try to spread you hits a little.
I usually aim one at the smokestack (to knock out the engine if it doesn't sink right away) and one at the forward mast (this usually hits the forward hold, which then floods, sinking the ship)
Every ship is different though, and you'll have to find out what works best for you, magnetic or impact, one or two eels, and where to aim them.
One tip, some of the shallow-draught ships (I'm looking at you small tanker! :stare:) have a very rounded hull which makes it easy for your impact pistol eel to bounce off and misfire, these should probably be attacked with magnetic pistols....
Jimbuna
06-20-09, 05:48 AM
But, i've noticed in GWX3 that everything at night seems a hell of alot darker. Its nigh on impossible for me to see anything at night. I don't recall it being this hard to see at night before, but would I be right in assuming this is a feature of GWX3???
This is an intentional feature, brought about by the inclusion of OLC environmental mod.
Much more realistic in our opinion.
ddiplock
06-20-09, 06:43 AM
This is an intentional feature, brought about by the inclusion of OLC environmental mod.
Much more realistic in our opinion.
Oh yeah it is more realistic. It does make things more interesting. I can't even see my watch crew when i'm standing up on the conning tower :haha: Which means it will be nearly impossible to see enemy ships.
Is it possible to sink ships without identifying their type?? If you are manually inputting all the data calcs, speed, range, AOB and such, does it matter weather you identify a ship as a large merchie or small tanker??? Night time attacks will be harder now simply on the grounds its a bugger to see ought :rotfl:
papa_smurf
06-20-09, 07:26 AM
Originally Posted by jimbuna http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1120722#post1120722)
This is an intentional feature, brought about by the inclusion of OLC environmental mod.
Much more realistic in our opinion.
I quite agree, though it makes identifying a ships nationality alot harder:damn:
...
Is it possible to sink ships without identifying their type?? If you are manually inputting all the data calcs, speed, range, AOB and such, does it matter weather you identify a ship as a large merchie or small tanker??? ...Theoretically, no it doesn't matter/yes it's possible. The torpedo doesn't care what it runs into. If you have ways to figure out propper range, and speed without knowing ID then there is nothing stopping you. AOB is not dependant on ID. But it would need to be with methods not using the notepad since it needs ID to get the mastheight out of the book. You also need to take a guess on how deep his keel is if you fire magnetics, as without ID the recognition book is no help in that either. But you should perform an ID of the flag anyway to make sure it is not a neutral. No shortcuts here.
ddiplock
06-20-09, 12:20 PM
I can see this whole new dark atmosphere at night will be very frustrating to say the least. I just spent the whole night shadowing a convoy but not actually attacking as you can't attack what you cannot see.
Only then to lose contact with the convoy before dawn and have them slip through my fingers.....had the atmosphere not been so dark, i'd have pressed in for a night attack :(
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