![]() |
Quote:
Take IGD's advice about the tutorials and try going for single merchants if you can find them - patience is the name of the game here and we all do a lot of waiting for the right shot but its worth it. One other thing notice from your other posts you have unchecked the no map contact button in gameplay settings? Quote:
|
Quote:
After the drop of mission i was tasked with going to a certain grid refrence like i said earlier after about 4 - 7 days in the area 2 Merchant Ships came along 1 1/2 days inbetween each other. I must of had about 2000m - 4000m from my sub on both Ships & an AOB from 90 - 40 (I know 40 is crap lol). Now the german set up is diffrent but its the same method as the American TDC from what i have seen set from the ability to change Torp Settings, NOW this is where im having problems. Ive done the torpedo school No. 3 and can hit it everytime but when it comes to this its very diffrent it seems, 2/3 of the time the Torpedo while just blow up short about 300m - 400m from my bow, now this is 1943 and the Torps i have is TII and the discription says it has "Teething" problems so i would expect some problems but only 2 maybe 3 of my Torps out of 10 will continue going (Im not complaining, i love realism & and randomness). Now the ones that do keep going is either very very very close to hitting but just gets past i aslo do another speed check before i realease the Torpedo before i let it off but it will always be a few steps behind the ship (Even the 1 Acoustic Torp i had onboard missed. Lmao dont ask me how), the only success ive had is one Torp hit the rudder its self but lucky me it was a dud lol. I had to take them down with the Flak Gun unfortuantly. After them 2 went down i moved onto the next area as ordered and this is where i have been seeing massive Cargo Ships & Tankers but like before my torps are always a few steps behind. I dont know what im doing wrong but im going to now have a look at that 90 approach video that IGD said about earlier.:cry: |
What you are in for
Just to give you a sample of what you are in for, here is part of what you will get a chance to dig your cleats into.
Learn techniques and mods that enable attacks at great distance (3,000 yds. +), and attack multiple ships in the same attack run. Mods that change one aspect of the game. If you want more powerful torpedoes or guns, you can mod them in; Add different environmennts (i.e. change the way the ocean looks and acts); decrease the size of plants and rocks on the sea bed; reconstruct Truk island; start before WW2; add great white sharks to the ocean; Add all kinds of wartime radio stations that play real time per the dates your boat is on patrol; Redecorate your office with photos of your girlfriends; play different supermods that change the game entirely; play individual missions created by members; If something is driving you nuts, such as too many airplanes or messages, you can probably find a mod that will fix it. See advancement is manual targeting via mods; tackle celestial navigation; get custom skins for your boat; And tons more. What you cannot do is mod in a captain who will take your place at the helm. When you get to that point, it is time to retire. Picture your self in a candy store. Some of the candy may be harder to reach than others, but if you can figure out how to reach it, its yours. Note: some of the material takes a while to understand, but there are lots of skippers willing to put you on the path if you are willing to head down it. |
a few steps behind
check your speed calculations. Also make sure you are firing at the appropriate lead angle. I cannot help with premature exploding torps. Talk to the torpedo manufacturer if the brass won't resolve it.
|
I have RSRDC & TMO modded on and not gonna go any further with mods then that.
Just need to get my torp on target. |
Try this simple checklist - I use the easy AOB mod btw
1) ID target send to TDC 2) Take range mark (usually the top of the masts/Highest point of the ship) and send to TDC using the red button 3) Set torpedo settings 4) Take second range mark and send to TDC (minimum 5 seconds the longer the better) 5) Click on the clock icon on the speed dial to get a report of tagets speed and AOB 6 send speed to TDC using red button 7) Input AOB and send using red button 8) Take another range mark and send 9) Activate postiton keeper button on TDC (this will constantly update the torpedo firing solution) 10) Fire 11) KABOOM Now I'm not saying this always works but it got me started. There are a hell of a lot more experianced and knowledgable skippers on this forum. But if you look at Rockin Robbins and WernerSobe videos you will see what I mean by the steps. One other thing its a hell of a lot easier to get the settings right when your not turning I find. Mind you that my just be me! |
If you have TMO 1.9 with RSRD
... you are all set. Might want to add Great White Sharks, so if you are sunk you will have something to occupy your mind while waiting for rescue.:D
|
1 last question for the people that have TMO installed.
Anyone knows what the Identify Button does when your on Watch, Ive tried it a few times when the Boat is far off when you can just barely see it on the horizion and when its about 2000yrds away. Also when i push it, it just comes up saying Identify Target and then dosent do anything. Any ideas? |
Quote:
|
Hmmm ok ty.
Btw has anyone noticed any problems with the German Torpedo calculations? I just recently attacked a port and the Speed Calculations for it kept coming back as 5, 13, 75 knts it changed everytime even though the ship was Anchored? |
All times are GMT -5. The time now is 08:16 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.