![]() |
Quote:
|
One torp, two torps, three torps...? :nope:
I had a little encounter y'day with a lone C3 cargo. Got myself into a superb firing position, set tubes to 'salvo' and jammed three eels right into its starboard side. BOOM-BOOM-BOOM. Stopped engines, waited. And waited. OK, wait some more. Dammit! Set time compression to 32. OK, 128 then. Tick-tick-tick... Nothing. Darn. OK, another eel at broadside. BOOM. Waited. Waited. Waited, etc. What the hell...!? OK, TWO EELS MORE THEN!!! BOOM-BOOM. Tick-tick-tick... :huh: Then I'd had enough. Fired TWO MORE eels and only then did the final "She's going down!" come through. Of course, by that time, sonarman was going NUTS about the high-pitched screws of three destroyers moving in at high speed :stare: In total I spent nearly a full 24 hrs on one C3 and wasted 8 eels. Fortunately I was relatively close to France so sailed back to St Nazaire and start a new mission. |
Quote:
|
I like to put one just in front of the bridge on C3 cargos. Like right where the bridge ends and the cranes are. Set it to 3.5m depth and use impact triggers. Makes a nice big boom more often than not.
|
Quote:
Yep, got to hole each part of the ship:yep: |
someone said " Your torpedo will go wherever the periscope crosshairs are"
does the tdc automatically update WHENEVER u move the scope oe must u move the scope then click the tick button to update it? |
I believe you have to hit the check mark!
|
Quote:
The fuel bunker is one of several 'critical hit' locations. Some examples are the fuel bunkers, engine room, ammo bunker, keel, steering and propulsion. Those locations will appear in the recognition manual as selectable boxes when certain criteria* are met: You have to be within a certain minimum range (with the stock game it seems to be 500 meters, and with GW 1 km; not sure about NYGM), with an AoB around 80 - 100 degrees, and a bearing of 0 +/- 30 degrees (180 +/- 30 degrees for stern targeting). In other words, near-perfect targeting position. If you are locked onto the target, have the manual open to the correct ship type/class (easiest [i.e. 'cheating' ;) ] way is to click 'ship' at the upper left of the notepad; that automatically will open the recognition manual to the correct nationality and ship type) and meet the above criteria, you will notice odd little boxes appear superimposed on the ship. Resting your cursor atop them will show you what it is (ex. engine room, fuel bunker); clicking it will shadow-light it, and aim your torpedo there automatically. You're virtually guarenteed a hit under those conditions (unless you forget to open the outer door first, which delays firing and throws off the computation). I think it's roughly 50-50 with the fuel bunker whether the ship explodes or not. But it definitely greatly improves your chances for a 1-fish kill. There is a mod out there (I think it's called the merchant vunerability mod) that, when installed, color-codes the ships and always shows the appropriate sweet spots. Just be forewarned: just because the mod shows them, it doesn't permit you automatically targeting them. You still need to be in the right range and position for those boxes to appear. But what the mod does do is help you determine where to try manually targetting your torpedoes for maximum effect. *I'm not positive about the exact numbers, but from in-game experience (or lack thereof? :doh: ) |
Quote:
|
I have the Full Vunerability mod installed and on just a few occasions have I been able to click on a "sweet spot" and have it work. Ususally it's the fuel bunker but that puts them down for merchants. Trying to use the ammo bunker or engine room on a warship never seems to work. I can click on the ammo bunker on the ship or in the top header above it but nothing happens. When it does work tho the icon for the merchant's fuel bunker turns a darker red. Keep in mind I use the impact pistol and I'm at AOB as close to 90 degress as I can get.
BTW... even sinking only one ship on patrol is better than none. |
Quote:
So no you don't have to update the TDC everytime you move the scope. If that were true you'd have to hit the check constanly since almost every target is moving and the scope moves with it whether it's locked or you're manually tracking it. |
All times are GMT -5. The time now is 11:08 AM. |
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.