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Torps
OK I think I remember a thread on this but can't find it.... Basically what is the best ratio of Torps to each target and is there a way to be really economical. As I've just hit a convoy and hit several vessels with 2 torps each yet, they refuse to be sporting and die like I want them too, so is there some magic formula, such as setting a torpedo to run slightly lower than the Kiel and using the magnetic detonator to blow a hole in the bottom (that's never worked yet)
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In SH3 i succeed pretty often in keel shots, ripping the ship in 2 pieces. But at SH5 it never happened to me.. :hmmm:
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The magnetic pistol does not work in stock SH5 and no one has been able to patch it yet.
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ah so no back breakers, but how is it that some time ships go down with a single hit and others take 2/3? I'm guessing this has allow to do with bad guestimations of AOB and range, so the torps are not hitting quite where I want them to (in fact its always fun when I don't miss)
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Would it be possible??
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I don't have any clue on how to mod, but would a work around for the Mag. Torps be to convert all ships, new and old, to .dat? (BTW where do I find out how to add the .dat ships?) Sorry for high-jacking the thread. |
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http://www.subsim.com/radioroom/down...o=file&id=1798 |
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