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May I be excused from Pokemon? I love my SH3. |
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Good one, Frau Kaleun. |
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You rarely need more than one hit on a merchant, if you hit in the middle of it. The big explosions will happen to a lesser extent. Quote:
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War does suck, take it from some one that has seen it in both Afghanistan and Iraq.
Now Duck Tape is Gods gift to men! I have seen Combat Engineers patch-up a M1A1 Abram with it, make nice and neat C-4 bundles with it, repair leaking lines on our Helos... Heck aside from using super-glue to glue a cut shut, duct tape is a great method to stop major bleeding...:yeah: |
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Never go near the stuff after you've been on a nightout with the lads :DL
http://img180.imageshack.us/img180/4...ape20prank.jpg |
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Biggest consideration for me is the AoB. If I can set up a nice 90° I'll use impact (it's at its most reliable then, while magnetics are at their worst since they don't spend much time below the ship).
Against large ships at 90°, impact torpedos at the keel (draft -1m or so) are a viable alternative to magnetic detonations, especially at long range where there is a large chance of a premature detonation. Magnetic detonators are nice in calm weather (rough seas mean magnetic torpedos can miss, either by going below the keel or by crashing into the hull) at AoBs below 60° - plenty of time spent below the ship, and the angle is too steep for impact detonators to work reliably. There is, unfortunately, no elegant solution for small AoB coupled with high waves. As a small consolation, an off-centre hit (bow or stern; the rougher the sea the more I'd favour the bow) will often end up sinking a ship in foul weather. |
Another advantage of 3m setting versus shooting for the keel, is that if you set keel depth, and your torpedo misses what you're aiming at, it can run too deep under the keel of any other ships it might cross paths with. If you set it to 3m then it will announce its presence to any ship it does happen to find.
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Its very rare I attack from angles other than 90 degrees and at close range,until later on in the war when long range firing is generally favoured against radar bearing ships,and I would say most of my attacks are reliable,the torpedoes however frustratingly arent.Other angles I use if engaged in a running fight with a fast ship ,and that is usually at no greater than 60 or 300 degrees,parallel to the target.
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Dont forget also that setting an impact to run TOO deep has a chance of hitting the hull curve near the keel causing it to bounce off,this has happened to me before :nope:
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The largest consideration for me was angle on the bow. If I was shooting at a ship not 90 degrees to me, I'd use a magnetic shot so that it would explode.
Magnetics don't work well in high seas - they prematurely detonate. Now that I am doing manual targetting with the fixed-wire method, the only shots I know how to take are 90 degree. Still, I have "guestimated" magnetic shots at circling escorts by playing with the knobs on the TDC until I have a good lead on the god-mode contact udpate. Without map updates that would not work, though, so it's kind of cheating. When shooting at stationary ships (harbor raiding) sometimes you have to use magnetics to hit ships sitting in slips. I have, with magnetics, even with manual targetting, nailed escorts chasing me at 180 degrees. Steve |
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