"40% of windspeed" is important for h.sie patch only. LSH/GWX/Vanilla has no such rule. You may set the depth to your liking.
But there are some general thoughts to consider:
- in good weather and good position - use impact pistol only (switch magnetic fuse off) to ensure no premature detonation and waste of 25 000 to 45 000 Reichsmark (a combat worthy Bf109 was ~120 000 - as was a PzKw III). Later in war the magnetic pistol becomes more reliable, but stays somewhat uncertain.
- in good weather and bad position - try to better your position. If not possible and target juicy, use the magnetic pistol and hope for the best. Correct depth setting is ~1m below the keel.
- bad weather and good position - use impact pistol only, as the tagets keel dances up and down in the waves and may cause the torpedo to bounce off downward (no 90° impact into the downward rounded hull), or pass the keel deep due to its state "high". The premature detonation problem adds to this situation.
- bad weather and bad conditions - better your position and use impact pistol. If not possible and target is "Illustrious", try to enhance the chance to get the keel into the desired position while passing it, by shooting from AOB ~0 or ~180, to run the torpedo along the keel. At some point it will have the correct depth and the magnetic field will trigger the fuse. The bow/stern may be "down in the waves" the moment your eel arrives? "Bad luck, Herr Kaleun! Better your position I said!"
The guns are of no use in bad weather conditions, as the deck is rocking/lurching in the high seas. The 8.8/10.5 is hit by tons of water incoming - breaking bones and sweeping crew over board. The Flaks would waste ammo only, as there is no stable base to provide conditions for accurate aim.
By the way - they didn't attack in bad weather conditions completely - no guns, no torpedos. The torpedo depth keeping device was heavily affected by the high seas. H.sie is very moderate, to let you have some game play fun!
It's quite realistic to limit the gun use to wind state 7 or lower. Ask for it, if you want to cheat.
Edit: the impact pistol is active inherently - the switch turns the magnetic pistol on/off.
Last edited by Mittelwaechter; 06-14-16 at 06:09 AM.
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