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This bit isnt changeable I dont think. |
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The thing is that light cruisers use the same AI as the DDs. [/quote]
:o Really???? Some times ago, during a patrol in the med I engaged a dido cruiser on the surface. He spotted me and started zigzagging firing his main guns (then i dived and i lost it:damn: ). He didnt tried to run toward my directon! |
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:up: I was spotted by three DDs at about 3km, shot off at full bore, zig-zagging like mad, I was actually crossing in front of them, They shot at me and chased but gave up without hitting me! Mind you I wasn't any danger to them, I still miss more than I hit. Last night I fired all four torpedoes at a large merchant, in four separate attacks. all missed. I ended up emptying my 3.7 but without any success. |
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1: Don't go overboard with the zig-zag...it's easy to do, but I've found that if I want my torpedos to hit, it's best to charge in at flank speed and make only minor course corrections on the attack run 2: When on your attack run, don't worry about using the UZO... the magnification can make it difficult to "eyeball" a firing solution. Stay on the bridge, use the "adjust heading to view" command ("=" Key) to make presicion adjustments to the run, and remember that the keybinding to fire torpedos is Ctrl+Enter 3: Since merchant ships zig-zag when they are alerted to danger, this obviously makes them a bit harder to hit perfectly broadside...at least for a submarine. For an S-Boot, however, it's alot easier to take an accurate broadside shot due to the fact that you're firing torpedos at under 1000m in ideal circumstances, and also because these massive merchant ships are amazingly sluggish. Given how slow these huge ships are, at about 700-800m, i've found that aiming directly at their bow when firing torpedos will cause a hit to the midsection, or, worst case scenario, aft of the ship. Leading the target is not nearly the issue that I initially made it out to be when I first started playing 4: On the egress, zig-zag and fire 3.7cm cannon...that bloody thing can be amazingly effective, and I've managed to take out smaller merchant ships and tankers while retreating by aiming at their bridge and cargo. Of course, it always helps when the target is carrying fuel or ammunition...choose your targets carefully :up: <P.S. Don't bother firing 3.7cm AA ammunition at ships...from my experience, it does zero damage against them.> |
Hi Privateer,
Thanks a lot for your explanation. I completely understand the reasons. Ok, I hope the Kolibri is flying all right in 2.1... I can't wait to see it. :|\\:D |
Well,
The Kolibri won't be in 2.1 It had to take a back seat to more important things. It will be released sometime after 2.1 though. :yep: There is alot of really cool stuff to look at in 2.1 so you won't be disappointed to much. ;) |
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Cheapskate (getting worried!) |
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Just one thing: Usually destroyers didn't tried to pursuit and destroying these small craft for two reasons: 1) The faster and more maneuvrable S-boat could bring the dd into a trap ( other schnellboats or other friendly forces ) 2)S-boat attacks usually were carried on in narrow sea passages, like the English channel or the baltic sea, full of minefields. Some times altering the course would mean death:dead: . Instead, the dd just repelled the attacks without running after the retreating attackers |
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was done by MTB`s and MGB`s Dutchie-one :up: |
Maybe a well-known video but it can answer at least the torp tube question
http://www.youtube.com/watch?v=Jz6Uf...eature=related Torpedo tubes are visibly closed.:yep: And then, the fore AA mounting is very different from the one used in the game...maybe it may be a feature of a future release:hmm: |
Wow! Color even! There was one on the same page that showed the tube opening and the torpedo being fired.
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Nice film, maybe an option for main menue?!:up: Kind regards |
And you can't get all that done playing IL-2.
Slacker! ;) :rotfl: |
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