View Full Version : Random Questions/Observations
I'm having a lot of fun with this game. Some things I've noticed:
a)If my torpedo still has wire guidance, should I not be allowed to steer it away from something it found to perhaps a target I'd prefer? If an escort and merchant are close I want to take out the escort first.
b) I could swear I got caught in repeating missions. I was to take out an amphibious landing of Norway, completed my mission and seem to run into the same 8-9 count surface group repeatedly about 3-4 times as I tried to move even slightly east towards my next mission which was a land strike.
c) Torpedo warning should take you out of fast time mode.
d) Don't know about you guys but I'm ready for a mission expansion pack. I've enjoyed the 2004 campaign but want some more variety.
Awesome game. I've typed enough now I have to go play it.
Shadriss
07-23-17, 10:31 PM
I'm having a lot of fun with this game. Some things I've noticed:
a)If my torpedo still has wire guidance, should I not be allowed to steer it away from something it found to perhaps a target I'd prefer? If an escort and merchant are close I want to take out the escort first.
b) I could swear I got caught in repeating missions. I was to take out an amphibious landing of Norway, completed my mission and seem to run into the same 8-9 count surface group repeatedly about 3-4 times as I tried to move even slightly east towards my next mission which was a land strike.
c) Torpedo warning should take you out of fast time mode.
d) Don't know about you guys but I'm ready for a mission expansion pack. I've enjoyed the 2004 campaign but want some more variety.
Awesome game. I've typed enough now I have to go play it.
A) If we could pre-enable the weapon again, that would be super, but the game doesn't model this. Essentially, once it's found a target, you'd better just cut the wire and reload, 'cause there ain't no persuading it to head for another target. I've tried this myself.
B) Haven't seen this one... anybody else?
C) Maybe in 1.07?
D) Fixes first, then expansions. :)
Capt Jack Harkness
07-23-17, 10:34 PM
A) If we could pre-enable the weapon again, that would be super, but the game doesn't model this. Essentially, once it's found a target, you'd better just cut the wire and reload, 'cause there ain't no persuading it to head for another target. I've tried this myself.
I've managed to wrestle a torpedo away from an acquired target to something else, you just gotta constantly fight it until it lets go. It's not ideal but it works.
The Bandit
07-24-17, 02:15 AM
I've managed to wrestle a torpedo away from an acquired target to something else, you just gotta constantly fight it until it lets go. It's not ideal but it works.
I can second this however I think a pre-enable / automatic-control lockout when you want to manually re-target the torpedo yourself would be a great idea.
Speaking of all this, I'm not sure what variant it was introduced on (I know it was present before the ADCAP upgrade) but there was a version of the Mk 48 in the early 80s that had "TELECOM" / two-way communication so that the firing ship could get sonar data back from the torpedo. This helped alleviate trouble with the torpedo drowning out the contact it is being guided towards and gives the firing sub an even better picture at what's going on "downrange".
PL_Harpoon
07-24-17, 06:48 AM
A) If we could pre-enable the weapon again, that would be super, but the game doesn't model this. Essentially, once it's found a target, you'd better just cut the wire and reload, 'cause there ain't no persuading it to head for another target. I've tried this myself.
Let's expand on that a little.
I've done some testing while working on my realism mod.
The torpedoes will always target the closest ship within range. So, if you have one ship 50deg to one side at 1 KYDS and another ship dead ahead at 1.5 KYDS the torpedo will always go for the first one. The only way to change targets is to manually steer (fight) the torpedo until the second one is closer that first.
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