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Yeah, the only mod I've used so far is the one that turns the toolbar buttons green when they're in use. I'd like to use the one that stops the nav map scrolling but the file isn't available anymore.
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gollum
are you using manual targeting?
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auto targeting
set up for a broadside at 500-1,000 yds. lock on the target with the L key. When the light on the torpedos firing button turns green, fire. Firing at longer range and at angles decreases your chances, especially when you are just starting out.
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Just an update... I'm getting better and finding and sinking vessels, but for the most part I'm doing so with my deck guns. My torpedoes miss almost every time and I'm not sure why, although I do have an idea. Even if I have green triangles when I fire (using auto targeting) they still usually miss.
What I think the problem is that my sonar, and presumably my targeting system is not coming up with solutions for targets I'm looking at in the scopes. For example the other day I found a group of 3 freighters. I went after the closest one to me first, and got close enough that I could see the skipper's face at the helm and the guys firing hand held weapons at me. Yet my targeting system said the target I was getting ready to fire at was over 10,000 yards (I assume it's in yards??) away so of course when I fired at the ship I was looking at I missed. How can you ensure you're looking at and targeting the same ship when you fire? |
On your left TDC display there's a red "position keeper" button. Always turn it off while locking a new target in, then back on.
Also, don't try firing closer than 500y. The torps get activated at about 350y away and as long as they're not there yet, will just run straight forward without course. Then there is the Q key. He's your special friend, as he opens the torp tubes. Do that before even locking in a target to save time later, between "fire tube 1" to "torpedo in the water". These mere seconds can make you miss. If you're doing all that, I'm at a loss here as to why you should keep missing. Oh I forgot, you should set the torpedo depth early in the way to around 13ft for anything big, to 5 for smaller vessels like DDs, so they don't run under your target. Contact detonator only. |
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Thanks. Wasn't actually doing any of that regularly, especially opening the tube doors. I'll go try these suggestions. |
Thanks again Raven. Your suggestions worked great! :D
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i'll add my 2 cents. this works for both factions.
submerged, i manually listen at the hydrophone station. then i go to my trusty nav. map and mark an "x" where the hydrophone line extends. then i wait a minute or three and repeat. it should give me a series of x's... which i can then use the ruler to trace a rough guesstimate of their projected course, and then i plot an intercept accordingly. this only works if you do in fact have hydrophone lines available to state the obvious. also don't even bother "chasing" a contact that is moving away at a high screw rate. especially if it's a warship. the only way you may catch up to them is traveling flank speed surfaced,and that may not be very good for the health of your boat and crew. especially during daylight hours and calm seas. if it's slow or medium screws (merchant) and closing or crossing,you stand a better chance of intercepting. good luck to you and your crew sir. |
Where are they?
Currently patrolling 20nm NNE of Saipan, not come across any traffic except for aircraft radar contacts.
I know not to expect contact reports from TMO2.0 till later in the game but would be great to get some guidance on where to go hunting. Am based out of Pearl, had a 4 day patrol in the Marshalls as my mission, down to 70% fuel now. Don't want to go back with a full torp load:oops: |
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