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Old 06-19-08, 07:45 AM   #28
kpv1974
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Join Date: Oct 2006
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Quote:
Originally Posted by Molon Labe
Quote:
Originally Posted by kpv1974
Quote:
Originally Posted by Kapitan
it depends on your speed wake homing torpedos use passive not active sonar so the only noise they make comes from thier own propellor and machinery not the ping of the sensor itself.

Use towed array it works wonders but know how to use it properly see mahujas FFG7 guide.
I am sorry for my bad English. Me have misunderstood. I will formulate a question on another way.
Why the player-controlled ship has not а wake trace?
If the submarine launched a torpedo on the player-controlled ship in wakehome mode, the torpedo is not directed on it.
But if the submarine launched a torpedo on the AI-controlled ship, torpedo is directed perfectly.
A skilled FFG player will often realize that the torpedo you fired is a wakehomer, and will evade it by slowing down, preventing a wake from being generated. The torpedo then has nothing to home in on.

AI evasion doctrines do not use this tactic, so AI ships end up being easy targets for wakehomers.
A skilled FFG player was exactly I, and I specially speed up to 29 knots to check up the mode of the wake aiming of AI-torpedoes. I was attacked by AI-Akula. A wake torpedo was not pointed!
I looked the class of torpedo in the true-mode. In addition, In addition, how is it possible to know which one torpedo is?
It`s certainly possibly if commander of ship is clairvoyant!
But why AI-Perri slacking up in the same situation gets a torpedo in a side!
Why are such indulgences done for a player?
Why is it stopped up in simulator?
Neither emerging player–controlled sub nor the player–controlled Perri does not have wake track in simulator!
Wake torpedoes are not pointed on them not under what circumstances and speeds!
A defeat takes place only at a direct hit, aiming is not present.
You can easily to check it up in a game. Why so?
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