Quote:
Originally Posted by Stargazer
Hiya,
En-route to my destination, I'll drop out of hyperspace (time compression) and a friendly or neutral ship will appear as a square with the direction indicator marked on it. After a bit of time ignoring it, it fades off and I go back to hyperspace.
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That is because the contact is no longer "fresh." They fade with time.
Quote:
Originally Posted by Stargazer
While I'm searching my grid, I'll sometimes get a red square appear that I can chase down and shoot at. What is happening more and more often though, is that I'll be told about a ship at bearing whatever and I'll just have a line leading from my sub on the map to nothing.
I chase after it and find nothing. Then when I ask where the sound contact is I'm told there isn't one just for it to magically reappear a few minutes later someplace else entirely.
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The sound contact is actually quite accurate... pretty much on the end of that line is where your target is. Mark the tips of the line over several minutes and you will establish a pretty good path for the ship.
Quote:
Originally Posted by Stargazer
Also, a ship will be marked on the map for me, I go chasing after it because my grid is as dead as my local highstreet, get there, the marker is still there, but no ship.
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Just like duck shooting... you have to lead your bird. Darksun, in a post on 07-16-2006, has an excellent guide for setting up intercepts. Generally, intercepts of something over 100 km away have a fairly low success rate, unless they are heading pretty much for you (and then, perhaps not, as they change course).
Quote:
Originally Posted by Stargazer
As for the deck gun, I get it all crewed up...But once I'm in control of the gun, I only have the option of AP's, and nobody can find any ammunition. The counters read 0 and that's that.
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Assuming you are in GWX... 1) winds need to be at 7 m/s or less. 2) Send your gun crew to the bridge (either have your watch officer do it, or do it yourself). 3) Using your binoculars (not the UZO!!), find your target. Press the space bar. Your crew should begin firing. 4) Go to watch officer, then the deck gun, and have them fire for the waterline at medium range.
Make a note of the range to target, adjust your speed and bearing so that you can bear guns at about 1000-1500 m. Then, clicking on the left hand deckgun icon, you can take over the gun. Find the target, tab twice, set your range very conservatively (if your last range was 1600m, set your gun range at 1200), and start shooting. You want below-the-waterline shots that look like "Splash...... little burst of light" or "splishpop."
Give her 4-5 splishpops and see if she slows down after 5 or 6 minutes of game time. If so, give it another 30 minutes of game time... they can actually sink in that time. If not. give her a few more & give it a few more minutes. Don't be tempted to blast everything off the decks or keep shooting. It takes time for her to flood, and you are just wasting ammo.
Naturally, this applies to 1939-1940 against unarmed merchants.