View Single Post
Old 11-03-12, 04:28 PM   #5
Gargamel
Lucky Sailor
 
Join Date: Oct 2010
Location: Rome
Posts: 4,273
Downloads: 81
Uploads: 0
Default

Quote:
Originally Posted by Rudolph Schnappes View Post
no need to identify ship, i almost never do it.


here is how my attacks usually play out (gwx, 94% difficulty - gods eye view+weapons officer assistance enabled (i almost never use it)):


-find bearing of target using hydrophone readings taken a few minutes apart

-get my sub ahead of the enemy ship so that im perpendicular to the enemy's course, and such that im about 750m away, but it doesnt matter, because in this case the distance is irrelevant in the calculation of fire solution.

-find target speed using hydrophone readings taken a few minutes apart. real easy if you have gwx, just use the stop watch and the speed-distance-time chart in the nav screen.

-go to torpedo control screen, set the target speed to whatever it is you calculated, set the gyro angle to zero, set angle on bow to 90 port/starboard, depending on direction of target ship. once this is done you can move the gyro angle around and the angle on bow will update automatically.

-set the gyro angle in increments of 10deg such that the torpedo is launched as close to bearing 0 as possible (slow ship - 10deg, medium -20 deg, fast -30deg). this ensures that the torpedo hits the ship at a good angle and actually goes off instead of bouncing.

-look through the scope at whatever gyro angle you set. when the ship passes through your scope, fire torpedo. once you learn to account for torpedo launch delay, you can even aim for parts of the ship you want to hit.
So how can you know the draft? How can you tell if its 2m or 12m?
__________________
Luck is a residue of Design.


Gargamel is offline   Reply With Quote