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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Planesman
![]() Join Date: Jun 2014
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Couple things......
First, I tend to see incoming enemy torpedoes visually in the water from a distance before I see them on the map. Is this the way it's meant to be? Seems kinda cheesy. Feel I should only be able to see what my sonar people hear. Second, I'm playing in the '68 campaign and these enemy torpedoes seem to be following me when I change course to avoid their base course and then acquisition cone before they go active. I thought SET-65s weren't wire-guided? But they ARE behaving like wire guided torpedoes!! Thoughts anyone? |
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#2 |
Mate
![]() Join Date: Jun 2017
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if they are changing course after the initial shot, it is a bug
in the game file, its says WireGuided=FALSE |
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#3 |
Sonar Guy
![]() Join Date: Sep 2002
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I've noticed this as well that the torpedoes are maneuvering. The only way this can be rationalized is that they may be using some kind of active / passive mode where by after transiting to activation point, it starts seeking passively before kicking into active for terminal homing. What kind of shoots this idea down is, I don't see it running a snake pattern, it runs straight and adapts to movements I make.
I'm not sure about wire-guidance though because I've seen this behavior from torps shot from subs that are running away (assuming AI units can lose their wires too?) or even dead.
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#4 |
Seasoned Skipper
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It's a bug alright.
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#5 | |
Planesman
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#6 |
Planesman
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#7 | ||
Torpedoman
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Quote:
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![]() = Longer Campaigns: Marathon Edition = 500-yard MAD range |
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#8 |
Planesman
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What about wire-breaks on launch in '68? I get a lot of these even when going 5 knots and shooting straight ahead. I guess this could be legit because I thought I read that the 68 subs could only shoot a limited amount of wire guided torps at one time? Or only had a limited amount of wire-guidance kits?
I just would like to know what guidelines to go by. Helps with tactics and attack planning. |
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#9 | |
Torpedoman
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As far as the other 1968 subs are concerned, the Permit and the Sturgeon can maintain two simultaneous wires.
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![]() = Longer Campaigns: Marathon Edition = 500-yard MAD range |
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#10 |
Ace of the Deep
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#11 |
Torpedoman
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Hopefully not? The Mk 48 wouldn't present any problems, technically, but imagine firing an Mk 37 at 25+ knots...
I'd rather we got a warning that "we can't fire at this speed", like when trying to fire Mk 16s or missiles when your boat's too deep.
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![]() = Longer Campaigns: Marathon Edition = 500-yard MAD range |
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#12 |
Sonar Guy
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Just being pedantic here but I think it would be cool to have both a la Tupolev in Red October "No captain, we can't do that!" (Does it anyways) "You arrogant ass, you've killed US!"
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#13 |
Planesman
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Thanks for the info. Does it matter which tubes they are fired from to get 2 wires at the same time?
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#14 |
Planesman
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Well I think this will just result in a lot of self kills. The swim-out speed of the mk37 is only 16 knots anyways. I've killed myself with these things by going 20 knots and forgetting to slow down. Wasn't even turning. All of a sudden.....explosion at the bow. Although if the game modeled safeties this wouldn't be an issue but it's not that big of a deal with me.
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#15 |
Watch
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