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@joejccva
Sounds very lucky... A DD coming straight at you is a very small profile target, and you must use magnetic fuse (don't see how an impact fuse would work at this angle) therefore setting the torp at the right depth, which by heavy sea can be really tricky (without talking of the risk of early boom from the magnetic fuse if early in war.) I wouldn't try that too often as it seems to me the risk of being caught pants down at periscope depth versus a very lucky shot is too high. |
As far as targetting, I use Weapons Officer assist. I can put the crosshairs where I want the torpedo to go and hit the check button to update, fire and off she goes to where I want it. There is no need to lock your target all the time;)
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Now with respect to the colour chart I printed out from the PDF file of all the ships for their sensitive points on two sheets. I find there are several colours: green, gray, purple, orange, red and blue. I do not know what the colours mean. Could some please tell me. Thanks. Oh, BTW, in SH3, I have sunk DD with a bow shot several times using only 1 torpedo. Rob |
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Green is for the propelas in the back of the ship. Don't try to fire there as your torpedoes might not explode Blue is the ship's keel. This is to be hit my magnetic torpedoes about 0.5m under it's position Pink (or at least it seems like pink) it's the amunition bunker in the warships. If you manage to hit there you can blow up the whole ship with one shot. Yellow is the engine room (usually below the smoke stack) If you hit there you can either blow the ship up or you can imobilise it. Orange is the fuel depot. If you hit there under some conditions you can blow up the ship. Grey is for all other areas. It's important to remember that these diagrams are for the stock game and not for GW. They do work in GW though for warships and for most merchants. In the case of the merchants some times you might need to alter a bit the position of the torpedo hit but this comes with practice. As a rule of the thumb try to aim for the amo compartments in warships and for the engine room in merchants (both the same as in the stock game in GW) Also important is to set the correct torpedo depth. Again as a rule of the thumb set the depth to 1m if you're chasing DDs and to 3-3.5m for most merchants. In the case of Tankers set the depth to 1m as well. If you need more information on this or if you are unsure about anything feel free to PM me or post on the forum and I'll be more than happy to help in any way I can. Mel |
Thanks very much Mel for the information. If I have any other question I will PM you.
Rob |
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I can understand your point if it was full weapons officer doing the calculations. Just driving the boat around , point and shoot is ok for the those just starting out until the get the idea of torpedo launching. Other than that, weapons officer dialing in the information looks to be the correct way to play. But hey, that is just me. |
What I was referring to is if you go through the WO menu, think it is "plan torpedo attack" or something like it, you have an option "identify" which will give you the exact type of locked target, and "solution" which enters instantly in the notepad the exact range and AOB.
On my version I have direct access to the TDC and torpedo settings from the periscope/UZO screen with slideouts, so I don't need to go back and forth to the TDC screen, this is why I consider WO dead weight and don't use one anymore...;) I often had problems with the notepad, I prefer to use the dials directly. Again no critics or offense intended, each one of us finds what is best suited for himself. Just wanted to say that working on my own now, I find it more rewarding when it goes "boom" at the right place... |
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