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Torpedo doors
A little irritated b/c I cycled through my 5 torpedo tubes, opened each and got 5 low ominous sepulchral sounds. Wanted to flood all 5 prior to imminent firing. #1 goes off fine. I go to fire #2 and a few seconds later as I hit the #3 fire button I realize I'm hearing the door opening sounds again! :damn:
Re-opened #4 and #5 but was targeting convoy ships at 2.5 - 3.5 k and the door delay for #2 and #3 scuttled those shots. :down: |
I have gotten this error as well.
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My advice to new players: Set up a throwaway career, go out in harbor, with external cams on, and work through various scenarios.
Torpedo skills are -- 80%? -- of the game (feel free to pile in, here). |
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Acquisition of targets (ie plotting accurate and effecient intercepts from radio reports), Undetected Approach and Evasion are equally important IMO. In a lot of instances, I think Evasion might be your biggest skill. Silent and deeeeep. But I think the rest of your suggestions are spot on. |
Noted and discarded
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Gargamel, thanks for the tip. I saw that post but at the time was so new I didn't know what you were talking about.
Ending up getting 44,000 GRT for the patrol instead of 54,000, so no big deal. :sunny: All of my previous careers count as throwaways because of the learning curve. ;) Self-grading my skills after a month: Undetected approach: C- Undetected ambush/positioning: B+ Torpedo skills: C- Interception: B+ Flak gun: F (should just take it out and put a hibachi on the deck) Deck gun: C Evasion after detection (early war): B+ PATIENCE: C- Awareness of enemy ASW number/type/location: C- To the skills already mentioned by others I'll add the last category. I encountered my first really sneaky Flower corvette last mission (low speed lurker, June 1940) and an undetected S-class that surprised me when I surfaced the mission before that. Battlefield awareness is pretty huge also and I'm still working on that one. :) |
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Hey, sorry for offering my opinion. Figured your comment of Feel free to pile in here was opening it up for discussion. Nevermind then, as obviously you feel new members are not as worthy as senior ones. Gotcha. |
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I could think of quite a few things to put in the FlaK position: - More powerful, capable radio equipment. Larger radar array? - Another deck gun. - Said hibachi. Or maybe a drum grill with a side smoker... yum. - A stage for the ballet, band and chorus. - A sail. - Mine dispenser. |
If you want to open all the tubes and have them stay open until fired, you can do it from the Weapons Officer station, the Conning Tower or the Attack Periscope outer view. This last is silly because you have to go through the Conning Tower to get there.
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I would erect a sail - give me a third option i could use instead of battery or engine power. Especially as we get alot of wind in the game anyways (often over BF5)
Trouble is I'd probably end up having too MUCH canvass up and capsize my u-boat, especially in winds of 15 M/S :o |
At the TDC screen you can open the doors one after the other (keys w and q opens and closes the selected tube) and they stay open until you close them again or shoot an eel. In this case only the selected or empty tube will be closed.
If you change to periscope view, switching the selected tube will close all the other tubes but the new selected one. Firing a tube does not close the other tubes. You can select the next tube and all tubes keep their status. Prepare your setup accordingly and you can shoot your torpedos without delay and at the periscope stations. If you open the tubes in 3D - they behave like they have been opened at the TDC screen. In short: changing the selected tube in periscope view closes all doors but the new selected one. If this new tube was closed - all tubes are closed now. |
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