View Full Version : Stupid Helm and even More Stupid Gauges and Torpedoes.
commandosolo2009
04-05-10, 04:40 PM
Hi all,
Today was the worst day of playing this game..
First,
The Helm.
STUPID, plain stupid. I set depth to 20 feet and the needle is pointing at 20, but he sez NEW DEPTH 19 METERS.
ANY FIX??
ALSO,
THE GAUGES are SMALL. I BARELY COULD SEE THE MARK FOR 20, and there are different colorations at needle place, red and dark grey, what do these stand for, and is there a fix for speed, depth and course gauges??
Also,
I viewed USS Kraken capt vid for sonar targetting and I saw tooltip ruler different from stock- one that has 1500 meters mark and better course marks . How to put this ALONE in stock 1.5. Uboat. missions.
Last but not least, is the torpedos. Any mods to make the magnetic pistol actually work? Remember I'm using stock 1.5 and I hate mods with flaws. so I only try to tailor as needed.
.:salute:
Thanks.
Inner Sound
04-05-10, 04:52 PM
You can set the torps to be totally reliable in avery aspect at the start of each patrol: In the land-bound office there's a radio on the shelf on the left.
Had the early war skippers known just how unreliable the mk 14 was they'd have set them for slow, contact only, and ten feet higher. But they didn't.
fred8615
04-05-10, 04:53 PM
For the torpedoes, if you want the magnetic exploder to work all the time, uncheck "dud torpedoes" in the Gameplay Settings section of Options.
commandosolo2009
04-05-10, 05:29 PM
For the torpedoes, if you want the magnetic exploder to work all the time, uncheck "dud torpedoes" in the Gameplay Settings section of Options.
The funny thing is I DID UNCHECK DUD TORPS. NOTHING.
Is there a point on the ship where the magnetic field is the highest?? and I have vanilla 1.5 no mods added but the draft values per ship are questionable, I have to fire salvos with increments just to see which one nearly rubs the belly and blows her to bits..
I would like to point out that my preferred torpedo for merchants and port raids ( static targets) is the T3 G7e.
But I think the one in vanilla is flawed.
I wanna describe how I use the magnetic pistol so that If I'm wrong or having something missing, you'd correct me.
1st target identified
2nd draft value taken off recog. manual.
3rd draft value + 0.1 or 0.2 meter for tides..
4th torps set starting with draft, draft + 0.1 meters , draft + 0.2 meters , draft + 0.3 meters.
in calm seas there should be no problem firing at 0.1 + draft
in rough seas I resort to impact pistol and use the shallowest depth possible.
Am I right in such moves??
Any mods or tempering of files to dominate magnetic over impact?? thanks
commandosolo2009
04-05-10, 05:32 PM
Does diving depth affect torpedo settings or do they just continue in line at set parameters regardless of how deep we are??
I think that perisope depth adds some meters to the torpedo value? correct??
Inner Sound
04-05-10, 05:48 PM
I think that perisope depth adds some meters to the torpedo value? correct??
No: If your fish works or forks it does it all by itself. Reread my first post in this thread.
plus, you have to set these things at the start, on land, in the office, on the radio, on the shelf, on the left.
hope this helps
conus00
04-05-10, 06:08 PM
STUPID, plain stupid. I set depth to 20 feet and the needle is pointing at 20, but he sez NEW DEPTH 19 METERS.
I have tested this multiple times. It has to be stock bug:
When I set depth to, say 10m, the gauge shows 10, the little "notepad thingie" says 10 but the voice ALWAYS says one meter less (9m).
The voiceovers are pretty bad anyway so I don't even pay attention to them anyway. :nope:
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