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#1 |
Captain
![]() Join Date: Oct 2003
Location: Columbus, GA, USA
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Hi all,
I play on full auto crew and have an issue that is most likely operator (me) error. I am playing a mission called "First Strike" from a compilation by Miika. In it there is an Iranian frigate which is hard to identify and often shows up as a torpedo, but eventually I make visual confirmation with the periscope. I then fire by using the map and right-clicking on the frigate's icon choosing "Engage With." I've tried TASMs, Mk-48s, and Harpoons and every time my target is ignored. I've had torpedos pass within feet while active and not pick up on the frigate. The missiles don't even start off in the right direction and go nowhere. Obviously I made the mistake of thinking that auto crew takes care of all the TMA and fire control stuff. I've had success with it this way, but my repeated failure in this mission tells me that I messed up somewhere and will likely do so again when faced with a similar situation. Why would an active torpedo go right past a frigate within feet? I will open my manual again and see what I am doing wrong but would appreciate any tips to point me in the right direction. Thanks.
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#2 |
Ocean Warrior
![]() Join Date: Mar 2004
Location: USA
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I've seen this with passive ADCAPS and a high speed setting. Are you sure your torpedo isn't pre-set to home using passive and you set a speed greater than 40 knots?
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#3 |
Ocean Warrior
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Well, the fire control autocrew doesn't really do that great a job of setting presets, and firing from the menus is really a quick way to go but in some cases doesn't produce the desired results.
Setting weapon presets is often a job requiring fine work, and the autocrew can't be expected to do that all the time. So, my suggestion is to fire after entering all the presets manually. Against a surface target, you can use a Searchdepth of about 90ft (unless of course the water is shallower), a Ceiling of 10ft, and the floor can be whatever you want. Make sure the torpedo enables before passing the target and that it is headed in the right direction. You can use the wirecontrol commands on the ADCAP to do this. For a missile shot, use at least 2 missiles at time (frequently many more are needed depending on the target's ability to defend itself against missiles). Select the target on the firecontrol main panel for the missiles you want to use and make sure the enable point is about 10nm before the target (or at 1-2nm after launch if you are close). Also, make sure the destruct range is farther than the target. If you have the weapons enabled, and they haven't been decoyed, then the weapons should work fine. Incidentially, what is the class of the ship you are targeting and what version of the game are you using? Cheers, David
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#4 |
Captain
![]() Join Date: Oct 2003
Location: Columbus, GA, USA
Posts: 525
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Thanks! I copied and pasted the tips and will review them when I get home.
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#5 |
Captain
![]() Join Date: Oct 2003
Location: Columbus, GA, USA
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Luftwolf,
I'm think it was an Iranian frigate, but beyond that I'm not sure. And I'm using the latest version of the game . . . I think it's 1.03, isn't it? I got it through Steam and it updates DW automatically so I haven't paid attention.
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#6 |
Gunner
![]() Join Date: May 2006
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I think Milka's missions are optimized for LWAMI mod, mabye thats the problem?
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#7 | |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
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![]() Quote:
Wouldn't make a difference. This sounds like a "classic case" of trusting the autocrew to set the RTE.
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#8 |
Captain
![]() Join Date: Oct 2003
Location: Columbus, GA, USA
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LWAMI? Hmmm, I'll have to check it out just because I haven't heard of it. But overall, it sounds like I need to at least learn Fire Control procedures.
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#9 |
Ocean Warrior
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Don't worry about mods until you understand the basics of the game. In DW terms, that would be about a month or so for the average player. Then again, who's average?
![]() Cheers, David
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