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This I think is a bit strange:
http://koti.welho.com/msalama/RFB_Screen_12-11-2008.JPG See that small merchant some 1000-2000yds away at my bearing 45 or so? I fired 2 torpedos at him, got one hit and then decided to give chase because he didn't sink straight away. OK, as you can observe my watch can't see him and he apparently doesn't see us either, but as soon as we changed course and went some 1000yrds _away_ from him both my crew and him saw each other just fine. I just wonder what might've caused that :hmm: I'm running RFB v1.52 and RSRDC v3.96. |
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im going to repost this: hopefully it can get answered:
i have run into my first bit of trouble with real fleet boat. i was doing the torpedo training mission and i cant hit a thing. :lol: actually i take it back, i hit it once, ill explain now..... all my shots end up 20yards to the left of the right moving target. Which part of the parascope should i put at the bottom of the target? i hit it once because i had the spread so far right. and it was on my 3rd attempt of the tutorial mission. im doing everything the same way ive always done. help :oops: |
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I tried measuring the distance on a Shokaku carrier with the stadimeter (measuring the height of the flightdeck as the manual instructed) and got a range that was off by as much as 60%. You could try measuring on the nav map and inputting that, or ping for range (although the latter is not advisable against warships). I think it's either that or you forgot to open your tubes. :lol: ;) |
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Thanks for the info guys. Yup, obviously the same issue, i.e. you naturally can't lock onto something you can't see... S!
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:D |
cant find anything said about this at first glance, so I thought you might want to know about this: (although it's obviously priority number 20039447 on the list)
missing textures and upside down/reverse gauges and switches in the gato control room (several dials and switches on the starboard side: mbt gauges and a switch to the front side. also, when you walk around the steering wheel there is a ladder up to a hatch, where a repair crew guy stands when active. if you look from that position back into the control room, the wall is missing. Weird as the wall is there just fine when you look at it from the starting position in the control room.) anyway, just in case anyone cares. (never noticed this before, could even be a stock issue. i dunno. I just noticed it when i took a tour through my boat during some test dives. http://img291.imageshack.us/img291/7769/dialsze2.jpg *giggle*, the gauge says 'snot' - February 1943, USS Sunfish (Gato class) I'm starting to become a huge fan of this mod Yesterday I had a fascinating night South East off a very busy Cape San Agustin where a new radar contact kept showing up as I was lining up on a target. 5 ships crossed through my area of operations during the course of a 5 hour engagement. I was in real time throughout the engagement because there was so much to keep an eye on :) a most intense and interesting experience; a threatening green/purple stormy sky loomed above me, thunder rolled across the strait during the evening while the sea was still quite calm. A storm was about to erupt and it looked absolutely stunning. Duds and the damage model resulted in only 2 sinkings. Tonnage for the entire patrol was 19000 which is not bad while realistically modest, I guess. But: I now have the impression that 1 torpedo will not sink anything at all within a reasonable timeframe and with the added issue of maintaining speed I am resorting to full spreads of at least 4 torpedoes on anything over 2000 tons. Usually resulting in either 3-4 duds or 3-4 hits. I have not seen anything above 2000 tons go down on 1 hit and I have seen numerous bigger ships not going down after 2 or 3 hits, which seems to just contradict anything I ever read about the Battle in the Atlantic. Do you guys actually have US logs full of 4000+ ton ships not sinking after being struck? My patrol log is of course realistically modest and my patrol is full of supposedly realististic frustration, on balance I am really enjoying the challenge so this is not even a complaint. The satisfaction of actually seeing a ship go down is that much greater which is a huge plus for any mod :) It's just a simple question: Despite being a lot of masochist-flavoured fun, is this actually realistic? On an interesting side note, I have found that the best way to prevent duds is by hitting the ship's hull at an angle between 50 and 60 degrees, with the torpedo set for magnetic/impact. All my beautiful 80-90 degree impact shots failed to detonate. Isn't that weird? (february 1943) I thought the chances of duds were supposed to increase on smaller angles? I know about the firing pins getting bent on right angles but I thought that was for German torpedoes, maybe I have my stats the wrong way round. |
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Thanks for the repley |
thanks for the info guys.
1) i do open the doors :p 2) ill try the funnel for the mogami. 3) i am using the training mission so its always the same speed and distance time after time. thanks again :up: |
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