01-27-12, 03:57 PM
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#2
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Silent Hunter 
Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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Quote:
Originally Posted by gi_dan2987
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OK, here we go. No doubt there will be a dozen others posting who disagree with everything I say, but this is my advice.
First, I would not mix slow and fast torpedos, or magnetic and impact ones. This is, IMO, an extra complication you don't need. You didn't say how many observations were made before your attack, or whether you are plotting. I would suggest you make a plot, and have at least half a dozen observations, before you attack. A good plot will reveal any flaws in your firing solution or set up (at least once you have the experience to make full use of it). I know many do not like using plot methods, but this is how it was done for the most part, and provides the best possible situational awareness. The main exception being emergency situations, where there was not sufficient time for plotting. Also, if you were using the the little time computing button on the right slideout, be aware it is not considered to give accurate results. It's best to avoid using it.
I don't know why your range estimates were so different. If you are using sonar, and the stadimeter and sonar differ, I would go with the sonar estimate. Radar, of course, is a big help, if you have it. Ordinarily, I make range estimates at 3 or 6 min. intervals, update the plot and calculate speed, but I give the most recent positions more "weight", and may discard one if it seems implausible. I prefer to use the average of the 2 or 3 most recent observations. Stadimeter estimates of a distant target are unlikely to be very accurate.
I don't want to get too far into the weeds of the TORPEDO PROBLEM. I don't know exactly what works best in RFB, or any other mod. (I am usually in the S-class boats.) Even if I knew exactly what impact angle, what depth, what setting, produced the perfect results, I would not tell you. The whole point of having torpedo failures is that it simulates what was really encountered in the war, and the reality was that torpedos often failed. Having an easy way to sidestep this would be a game exploit, and defeat the purpose of it.
My present thinking about torpedo failure is this:
(I am assuming you are playing at a high level of difficulty here.)
Get a good set up and make your attack, the way you would if the torpedos worked ok.
Accept the fact that many will not perform ideally (or at all).
Launch twice the number you would need, if they were reliable.
If the target is a capitol ship, use as many as possible.
Do not begrudge yourself the extra expenditure of torpedos.
Congatulate yourself for each and every ship sunk.
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