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Bad Weapons Officer
Im on my second patrol now, 1940 and so far every ship i have engaged I have missed by inches with my torpedos.:damn:
I am now planning to recover my spent torpedos from the sea bed, drag them back onto the boat and then back down to the torpedo room, covering them in vaseline and shoving them up the weapons officers hoop!!!!:doh: I have no idea what the problem is, on my first patrol i managed to sink a destroyer but that took about 5 torpedo's. Im identifying the targets, then locking the target, getting the weapons officer to plot a solution and firing the torpedo! Is it me or is it just my Dumkoffen weapons guy that needs das booten und die backsiden??:hmm: PS. I passed the exam in the torpedos section no problem, may be i will just surface about 2 meters from my targets and get the crew to throw eggs at the enemy crews.:smug: |
Hello
When you're targeting there is a small triangle on the periscope/UZO. If it is green then you have a good gyro-angle and there is significant probability to hit the target. If it is yellow(ish) it's a bit more difficult. If it's red don't even bother. I don't know if this is the problem but I hope this suggestion helps. Good Luck and Good Hunting |
Many thanks for the reply, i have been getting the green and yellow triangles but im still "just missing", somtimes the torpedo passes the hit time on the clock, drives about for a few more minutes and hits somthing else but thats only if im really lucky.
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Check out this thread....
http://www.subsim.com/radioroom/showthread.php?t=88961 I gave manual targeting a go and I realised that the AOB was always wrong when I asked the Wep Officer to do it.... Quote:
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Ok. Just remember that as you fire the torpedo it has to 'turn' to hit the ship. The smaller the angle (it's calld gyro-angle) the better the chances to have a hit. Usually you need a -/+ 5 degrees angle to be succesfull. Follow the color of the triangle and you'll get it. It's not too difficult. Another really important thing is to open up the torpedo tube doors (key q if I remember correctly) BEFORE you fire.
If there is anything else you need to know let me know. Good Luck |
Well.. Are you setting the torpedo depth when engaging a target? as they Default at 5m and 5m would most likely sail right under the keel of a destroyer. Using the Impact trigger, I just set the torp shallow; and 1-1.5m below the keel if I use the Mag-trigger.
just a thought. unless you mean missing to the bow or stern and not under the ship. :damn::doh: |
hi,
Open the tube doors !! press Q to open the selected tube doors. If this isn't done the time it takes from you pressing the "fire" key and the torps leaving the boat is a few seconds longer, this would account for just missing the target. Open the tubes b4 asking for the solution, and as soon as you press fire the torps, will leave the boat!! regards Kaleun |
You need to first open the outer tube doors before firing. Otherwise there is a time delay between the time you press fire and thr torpedo actually leaves the tube, and this will throw off your firing solutions and have the torpedo lag behind the original aiming point.
Pressing 'Q' will open the tube door for you. Select your torpedo tube, then press 'Q' before taking your final aiming. It takes about 5 seconds for the tube doors to fully open. I'm pretty sure that's what your problem is. |
I'm using TGW1.1a and my first patrol with G7a torpedoes. When I have come upon a warship I have the depth set to 1m, fast running, and I have tried Impact and Magnetic. I usually fire when the ship is between 500 and 300 m and it is between 0 - 90 degrees side-on shot. I never hit the ship.
When using SH3 (modded) I had no problems hitting a target. But with TGW (my first time using it) in Sept 1939, I'm not hitting a damned thing. I might as well stay on the surface and throw eggs as them for all the good my torpedoes are doing. I got into Scapa Flow and missed every damed ship so I reloaded the game, left Scapa Flow and continued down the west coatline to Dundee and was heading towards it when I come across an Armed Trawler doing 8 kts. All 4 torpedoes would not sink it, the torpedoes never hit the damned thing. Yes, I open my outer doors before firing. That's one problem with TGW A second problem is I find that I have to press the + key on the number pad several times before I can change TC from 2 to 4, 4 - 8, 8 - 16. And to pause the game I have the same problem, using the mouse on P to pause the game, I find I have to do that several times as well. What's going on with TGW anyway. I never had those problems using SH3 and took the training in the game and I never missed when I fired my torpedoes (G7a). I'm using a VIIB. |
I dont use all these mods affecting gameplay except the sonar/DC/radar fix. They always create some kind of problem.
Want to run the game as developed by the producer, with patches and maybe some candy like improved convoys ans harbour traffic. Never had any problems. The GW supermod didnt impress me, just a change of things which is already good enough. |
Weapons officer
Re weapons officer:
Request BDU transfer him to the army and send him to the Russian front; then go to the barracks and get yourself one who is qualified in torpedoes with some experience. |
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Im now sinking ships quicker than North Atlantic Icebergs, many thanks for all your help and advice and swift replys.
I also took the liberty of drafting my weapons officer off my boat, having him busted down to Able Seaman and sent him off to the Russian Front where he is currently working as a Steward in a trench on the front line serving coffee and snaps to downed Luftwaffe pilots whilst dodging artillery rounds.:smug: |
Glad we could help. :)
One last clarification: you can only open (and close) tube doors if you've a weapons officer currently on duty. If you don't have a WO stationed on duty, you can't pre-open tube doors, and your torps will wind up delayed launching again. |
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