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Just Hit A 2000ton merchant:
1 g7e under keel at 4600m, hit the port side about the middle of the ship then I fired a g7 Steam, forgot to set to impact (blew up not 50' from the tube) so I surfaced and nailed it with the 105 |
BE MORE AGGRESSIVE!! http://www.psionguild.org/forums/ima...ies/pirate.gif
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I guess I played SH1 so much that the thrill of the kill is the least intriguing thing for me these days. Quote:
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No 100k+ patrols for you huh? I'll bet your tonnage totals are a lot more in line with real life patrols. Your way is probably a lot more realistic than how many others play(including myself). Real life commanders had a certain amount of freedom but Bdu controlled the boats with a pretty tight leash for the most part. I freelance to a point-I patrol my area for 24 hours and head to another patrol area fairly close. No freelancing to the other side of the Atlantic though. I just added WB's Mid-patrol Mission Orders that gives you a new patrol area after sending in a status report, but I've yet to get to that point yet in my current patrol. That should alleviate some of my freelancing. :up: I'm curious how SH5's campaign handles it. I haven't read enough of the SH5 forums to really find out, but from what I've read, it seems the campaign is somewhat scripted and you follow "orders". I may be wrong though. My apologies to the OP for any hijacking of the thread going on. :hijacked: :) |
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I stay in my assigned grid ref for 2 or 3 days. If I have not spotted any targets by then I assume that BDU would have started moving me around. So I then consider the 4 boxes directly adjacent to me, plus my original, to be my new AO. Gives me a bit of freedom to decide where would be best to patrol, without me just deciding to head for a known hotspot. Also my apologies to the OP for my thread hijacking. |
Just hit a Black swan class destroyer with a keel shot. Set depth to shallow, torpedo skimmed the hull untill it blew up in their prop. Sunk
Hit a large cargo with an impact shot. Must have had ammunition or fuel aboard, made a nice bang |
So... is the game reality (I run GWX 3.0) that the magnetic torps do NOT suffer the tirgger problems? And that no eels suffer the depth-keeping problems alluded to in the game?
Because I have been sailing around for 3 years assuming mag shots wouldn't work until after Norway and that I needed to enter an artificially shallow depth. :damn: |
I have used magnetics from 1939 on for some shots.
I don't think the game models their flaws as bad as they seem to have been in real life. In-game, the magnetics seem to prematurely detonate, especially in rough seas. But it seems this only happens on long range shots. That is, the longer they are running the more chance they have of pre-detonating. If you shoot at 500m or less, I don't see many problems with the magnetics, even early into the war. |
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