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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Apr 2010
Posts: 27
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Dark night. Choppy seas. And there she sits 45 degrees off my port... the gem of the Royal Navy.
![]() ![]() Close to 3000m. submerge. approach perfect 90 degree shooting angle. multiple readings on surface and with attack scope confirm general heading of BS. speed 17 knots. Speed based over 15 minute period, so I'm confident it's pretty accurate. 2 torpedos set to impact, depth 3.7m. 2 set to magnetic, 3.9m Ship bearing 350, range 1400m, AOB, just under 90. Fire manual salvo - slight spread. .... nothing. acquired by sonar. Hard to port crash dive. evade. WTF? Does the game have duds and not tell you about it? I've had a few "premature detonation", but that did not happen here. I have no clue how I could have missed all 4 torpedos? Is the ship invincible? Did the torps go under the ship? Makes me wish I had event camera turned on.. I have no clue what happened to the fish. second time I've missed a BB... ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() very frustrating though. perfect shot, good salvo. and nothing. anyone else have any experience with this? Maybe I should change from 100% realism so I can find out what the heck is happening to my torpedos. what about a "instant replay"? I've pretty much found that I need to close to under 750m and be perfectly set up in order to hit a @#%#@%ing ship. Maybe I'm just @#$@ at plotting range, speed, and heading of the ships... le sigh. ![]() ![]() ![]() And... I'm getting really sick of manually listening to the hydrophones. Stop, submerge, shut down engines, TC 16x... 10 min later, nothing. manual check and sure as #@%@% ship right there bearing .... WHY doesn't he announce this to me? How to ask him to report contacts? |
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#2 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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Have you upgraded your torpedo man's passive "Warhead Specialist" skill?
Though it's not obvious.. but it actually makes the torpedoe's travel faster than what they are listed. The TDC's solution does not take into account this faster speed... and so you will start missing alot. There's a mod to remove that affect from this "skill". Once i did that my hit rate went up bigtime. |
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#3 |
Stowaway
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I find the lack of hydrophone reporting annoying also.
Would just be nice to be sitting down there and 'Sir, there's a ship over there' instead of having to sit and look myself. I'm a captain, why can't my minions do as I bid!!! |
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#4 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
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The sonar man does call out contats, and if you have a modded UI you can even have him follow contacts.
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#5 | |
Watch
![]() Join Date: Apr 2010
Posts: 27
Downloads: 0
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![]() Quote:
Is there a button where I can ask him to report all contacts? can you send me a link to the mod? Like I said, sometime he'll call them out. sometimes he wont. I check for myself and yep, I can hear it clear as day. up TC to 16, pass 20 minutes, nothing. Listen myself? yes, there he is. wait 10 minutes real time. nothing. listen myself? still there. ... RRRGH!! ![]() ![]() ![]() so I just have to be my own sonar man I guess. |
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#6 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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MultiUI for SH5
That mod has the SH3 style officer buttons at the bottom that re-add features like nearest contact and follow contact. Along with a lot of other features. As far as sonarman not hearing things, happened to me last night. He said 'no contact' when in reality I had 3 destroyers 1000m from me SHOOTING me. Guess he couldn't hear their screws over the sound of my u-boat exploding so said 'no contact'. |
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#7 | |
Watch
![]() Join Date: Apr 2010
Posts: 27
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![]() Quote:
yeah, I read about this and have not changed his skills at all. I just have a low hit rate at +1000 to +1200m. does firing solution take into account sub movement forward or back? because i seem to do better when im at a dead stop. |
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#8 | |
Watch
![]() Join Date: Apr 2010
Posts: 27
Downloads: 0
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thanks kylania |
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#9 |
Weps
![]() Join Date: Aug 2006
Posts: 362
Downloads: 13
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My experience: any target >800 meters away is a crap shoot. I attacked and sank a King George V BB, but only after losing two torps due to their running UNDER the keel I'd so carefully set from my mod Recognition Manual - and backed up by having identified the ship and having keel depth displayed on the torp screen. I set them to run 0.2 meters below keel, by the way. Not at all an unrealistic depth when trying to bust a back using magnetic exploders!
By the way, in terms of, "unrealistic," the BB went down after TWO torp hits! In SH5, warships are made of tin foil and the merchant navies are the REAL power at sea! Also as mentioned previously, look out for hidden adversaries! Sometimes you and your sonarman WON'T hear someone who can - and WILL - kill you. Before surfacing, always have a look see out the periscope. Occasionally one WILL find a DD/DE making little headway, with searchlights off, just waiting...waiting...waiting... |
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