Rockin Robbins |
04-25-08 06:27 PM |
Quote:
Originally Posted by WEBSTER
@ Rockin Robbins - as to being realistic, isnt the torpedo angle of attack constantly being updated right up until the moment it is fired?
if i ordered a torpedo launch and the doors had to be opened first then while the doors were opened the torpedos were not still locked onto the ships old position. any delay in firing to open doors should already be factored in to the firing solution.
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No, it's much worse than that. It actually happened in an aft torpedo room that a scared torpedoman hit the fire button when the outer door was closed. The torpedo shot right into the door. It didn't go off because the propeller on the front has to spin a certain number of times to arm the explosive. They spent the better part of a week of desparate work to get the bent up torpedo out of the tube, repair the damage and restore their deep submerging ability.:doh:
In the game, it looks to me that the most current data is sent to the torpedo when you hit the fire button. Then the data stops flowing. If it takes 10 seconds for the fish to fire, the target gets a free 10 seconds of movement and your new aiming point is 10 seconds behind the beam. You might hit a slow target but a fast one will get away clean.
Ok guys, I've posted my Dick O'Kane targeting mission on FileFront. This puts you in the sunny, safe and warm waters of southern California with a bogey tanker to shoot at. Of course, you can use whatever targeting method you choose and do it again and again until you're happy that you have this puppy figured out. NSM test mission is also there now, with lots of stationary targets for your shooting and dancing pleasure. The missions are JSGME compatible.
While you're there you can check out my Fleet Boat Plotting video, Nav Map Charting Tools video and Dick O'Kane targeting video. They all need improvement, but they're ok the way there are. I'll be working on those and another on conventional targeting as soon as I get over my Linux insanity.
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