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46 knots = 25.88 yards/sec. |
I'm still chugging along with 1.4, and had to modify the earlier mod (Webster's I think) to eliminate the new ships from 1.5 that 1.4 don't have. So rather that using JGSME for the mod I made it into a custom "patch" for my own games. Works for me, but I still find that even a 3000 yard shot gives them time to execute a slow allemande left with a do-si-do to avoid the fish.
I have seen ships slow down and turn, speed up and turn, and sometimes turn the wrong way. If it's coming from forward of the beam turn into it and it will miss aft, if coming from aft turn away and it will miss forward, about half the time they turn the wrong way and get smacked. "I don't agree that you need to shoot from close range to get a hit" Never said "need", maybe we can agree on desirable? Closer is better even with a wakeless torpedo at night in a rainstorm, simply because a slight error at 500 yards becomes a big error at 5000 yards. |
I was not speaking to the matter of errors in general, just the issue of enemy crews spotting torpedo tracks. Yes, ordinarily your chances of a hit are much better, if close. People seem to almost freak out about the torpedo wakes, though. Yes, the game is somewhat unrealistic, but one can still get hits; especially, if the physics are dealt with. |
"The game's mechanics are not ideal"
If you're aiming for the understatement of the year award you got my vote! :up: |
Maybe it's because I'm running the stock game, but I've never found my torpedoes being spotted to be a huge issue. Usually it only happens if my presence is known (attacking another ship or being spotted) or a torpedo passes in front of someone (where you would actually expect it to be spotted quite easily). Then again, my standard engagement range is around 1500m with a ceiling of 2500m if I don't know their exact speed ahead of time.
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I didn't notice this issue either, until I was doing some careful testing in the course of testing a new manual targeting method. As I was running a mission with map contacts, and observing zoomed in close, it was obvious that the merchants were evading the torpedoes. |
While testing my mod GONE ASIATIC;
http://www.subsim.com/radioroom/down...o=file&id=4358 First ship encountered is a KONGO, then a squadron with a heavy cruiser and two light cruisers coming into Manila Bay near Corregidor. After sinking the BB and CA there's a carrier escorted by a destroyer and light cruiser coming up the southeast shore, requiring either a submerged sprint or a long range shot. Fire a single torpedo at long range and it misses practically every time, go to external view and you can watch the CV (or see the wake) doing a short S turn, which at long range is all it takes to miss. At short ranges (500-1500 yards) aiming at MOT the S turn just changes the impact point further forward. The psychic powers of the AI often bugs me too, in situations where they shouldn't see the wake or detect my sub they sometimes do, other situations I've had sub chasers cruise right past me with the periscope sticking up, closer than 500 yards in broad sunny daylight and they see/hear nothing. High speed at decks awash even at night throws up spray that should be visible for miles, but the game don't seem to take that into account either. |
Same thing here - in the interests of reality in night surface attacks, with my decreasing range comes decreased speed to lessen spray effect from hull & sail. At my ranges I'm exposing my boat to return fire from the target, if it's an armed merchantman, so I will submerge at night if it is below a certain range to target. The only way I'll stay up at 1,500 yds range at night is if there's a ground fog or heavy rain, and even then I'm at low speed. Even then it's problematical whether the target will see you. Also - the shooting of those merchant ship gun crews is phenomenal - they get on target so quickly even if you're employing evasive tactics, on a par with escort shooting - just by gosh beyond the law of probability.
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I tried sending bearing to target but it makes my sub do a 180 on the tdc and I don't even have any aft torpedoes. If I click it again and again it just goes in random directions. What am I doing wrong?
Maybe easy aob is affecting things. |
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