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I set the early war Mk14's to 0'. In reality the depth was off by as much as 10'. I found this documentation on the problems that plauged the Mk14 torpedo. Good technical explanations. http://rds.yahoo.com/_ylt=A0geu65w_V...92/ustorp2.htm |
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SLOW setting reduces duds by 50% <--kind of irrelevant but you would be amazed how many people don't know that. |
[quote]: SLOW setting reduces duds by 50% <--kind of irrelevant but you would be amazed how many people don't know that.
Not irrelevent at all, if you understand the problems of the early torpedoes. The link I posted above gives very good technical explanations as to the causes of the torpedo defects. In reference to the "less duds" with the slower torpedoes, the reason is that the lower inertia at impact did not damage the fireing pins of the Mk6 impact exploder. This is the same reason that the high speed torpedoes would detonate at weird impact angles. A direct 90 degree hit at high speed damaged the pins in the exploder. |
[quote=Fish40]
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I have had EXCELLENT success in early war campaigns just by using the slow setting and shooting shallow. |
Hello, I have a couple of RFB questions.
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The RFB Team has much larger fish to fry at the moment. |
It was irrelevant because my torpedoes went UNDER the boat :P
In other news, I got my first ever kill with full manual TDC using the PK! (I should comment that, I recognized the situation was going to be good practice, so admittedly I reloaded the game a few times to practice what I was doing wrong). I had gotten kills in the past with the Dick O'Kane method, but my most recent Dick O'Kane I experimented with the position keeper. Since I ended up stumbling upon this freighter by seeing a huge stack of smoke in the distance when slinking away from a destroyer, I had to do everything underwater. Getting range is easy (thanks SONAR man!), and AOB is tricksy, but I imagine it will come with experience. I found estimating speed to be a real gongshow though. There was a warship nearby so I couldn't risk surfacing to get some markings on the map to get range and AOB. I keep hearing about using the aspect ratio to determine the AOB on the fly...but I don't know how to measure the length of the ship. What do the bars (which don't actually cover the entire length of many ships...) below the ship represent? I don't know the increments so I can't determine any aspect ratios to actually calculate an AOB, so I just eyeballed it. Any tips for calculating AOB and speed? I notice without the ability to lock while submerged it can be a pain to get the AI to report bearings and stuff so I find myself bouncing all over the place to use sonar. Thanks! |
After WolfyBrandon set me straight on how to produce decent movies, I cobbed up this one, which just happens to be a bang up promotional flick for Real Fleet Boat. This is the magnificent Real Fleet Boat submarine in a driving thunderstorm and then a dive with a little tour of the control room and conning tower. Eye candy rules here!
The movie is compressed twice, lastly with 7zip, which you should already have!:yep: |
BTW Rockin Robbins, thanks for posting the tutorial video of the Dick O'Kane method. It made deciphering your text a bit more straight forward :P
I've started using it to practice full TDC control as the most difficult part of calculating manual TDC I find (especially with limited ability to lock while periscoped) is the AOB and speed, which DOK takes care of right away. Checking out the TMOPlot stuff. Though you're lucky, as salesman you didn't properly sell me on it...but my previous satisfaction with the DOK manual targeting tutorial convinced me I should give it a look see :P |
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Hmmm, having problems loading that video clip. Says I am missing a codec.
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I was just assigned the USS Gato (yay).
However, it seems as though in doing so, I no longer have access to the surface radar upgrade. Given the upgrade chart in the manual, this seems like a bug. I don't think it makes sense to approve SJ Radars for Sargos but not Gato's :P EDIT: It seems as though reloading the game has fixed this. Whew! |
For me, speed is the trickiest part of the equation no matter what attack method I use. The most accurate method I have used so far, is to head towards the target at slow speed, like you're going to intercept. Place the vertical 0 degree bearing line of the scope or TBT just in front of the bow of the target. Bring up the stopwatch and time how long the targrt takes to cross the line.
Simple math tells you the speed. Obviously this method involves a proper visual ID of the target, and knowlage of the targets length. It's not everyone's cup of tea, but I love the challange of this method, and it works for me:yep: As for AOB, if you use the DO method, you already know what it is. When useing the PK, I'm able to guess pretty closely just by looking at the ship. I'm not useing the "map updates" option, so contacts don't show up on the map for me. If you use the updates option, just extend a line outwards from the target on it's proposed course. Then useing the protractor, measure the angle formed from the target to your sub. That's the AOB. You know the old saying: Practice makes perfect!:yep: Merry Christmas everyone! |
is this slow speed hard coded¿?
Is this for real? is it hardcoded?, That could help get a bit more explosions early on.
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While I'm tossing out movies at everybody, check out this one of a mod for a surface boat, called Bamboo. I animated my brother Dave. Unfortunately, we didn't animate the draw bridge and had to abort the test before there was an expensive and regrettable collision. Bamboo Plays Chicken with a Bridge........darn! Another five minutes to upload. We'll pause for station identification. Five....four....three....two....one.....Bamboo Plays Chicken with a Bridge. What realism! Merry Christmas everyone! |
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