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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
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I know that some games use different physics when time is sped up. (KSP would be an example)
And I hit a C-2, and the bow is on fire. It is moving, but listing. Will it sink? If so, will it sink if I turn up the timewarp? And how much can I turn it up? |
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#2 |
Seaman
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I think it is listing more now. But6 at the moment, if I were it's captain, I would be more concerned about the bonfire on deck.
I hit it about 2:57 game time (AM) and that was at 3:32 (AM). Also, can I kill it by ramming? Last edited by BristolBrick; 01-17-16 at 06:06 AM. |
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#3 |
Willing Webfooted Beast
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Some ships take a long time to sink. I'd recommend using the deck gun to speed things up.
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#4 |
Seaman
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Type IIa has no deckgun!
So, I tried torpedoing a destroyer head on. The torpedos didn't make him explode in the spectacular fashion I imagined. Then he ran over my conning tower! And I died. But that's OK! Because I started another career with Type 7s! Oh I love that 88mm.... That destroyer captain may soon cop one in the face too! |
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#5 |
Gefallen Engel U-666
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BristolBrick!
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"Only two things are infinite; The Universe and human squirrelyness?!! Last edited by Aktungbby; 01-17-16 at 02:41 PM. |
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#6 |
Seaman
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It seems that my torpedos o not damage stuff if they hit, I am using the Type 1 steam torpedos, I hit but they do not detonate. It is at reasonable angles too. And how do I stop them spreading like some-one was buttering toast?
That, is mainly why I need my subs to have deck guns. Edit: I did dive, but that didn't go too well. It was just a bit too high, and the conning tower fell off. If I had not been a periscope height (I ordered a dive, but it was at that height when stuff went topsy turvy) then The sub would probably have deflected off the side of the Destroyer. Or just went in one side and out the other! (I read that destroyers are quite weak in this game.) |
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#7 |
Ocean Warrior
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Bristol, set your torpedoes to magnetic and just under the draft of the escorts. Wait until they are as close as 500 meters then fire. Too far out and you'll usually miss. And use torpedoes that you can set to max speed.
Acoustic torpedoes work great. BUT remember to stop your own engines or you'll be toast. ![]() I used to sink the escorts first and then go after the cargo ships. Once all torpedoes were used I'd surface and use the deck gun. BUT again, be careful of ships shooting back at you. Look closely and check for deck guns on them before you surface. ![]()
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#8 |
Seaman
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How does one set magnetic torps?
Also, solved torps not doing any damage, was too close. I was closing inm to 200m to get a guaranteed hit. |
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#9 |
The Old Man
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This is not a solution, in the real world it is desirable to shoot from less than 600 meters There is a danger to burst your rivets
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#10 |
Watch
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GT182's right about the magnetic torps BUT, set the torp just below the ships' keel depth. Best range is 500-600 range coming straight at you at 11-12 knots- the distance is enough for the torpedo to set the fuse but doesn't allow the enemy ship to veer too far if you're using type I torps
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#11 |
Seaman
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One of my tricks is to go bow to bow as stated above, use a type 1 on fast setting. As stated, let him in close, but no closer than 450m. Crash dive until you hear the screws above you. Then blow ballast, order 1/3, shoot your periscope up and ready the stern torps for a follow up shot. The next part takes practice and you really have to know your boat. Make sure you order periscope depth before you pop up on the surface. That will be a self correcting mistake!
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