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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
ACE
![]() Join Date: Sep 2002
Location: Kansas City
Posts: 1,274
Downloads: 60
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I'm trying to teach myself manual targeting and I have watched Neal's YouTube video and I have read Capt-Maxim's guide to targeting, but I still can't even hit the broadside of a slow moving ship in the Build 144 alpha. I'm getting close but it looks like even though my aim is off (usually in front of the ship) the torpedoes are exploding. Could this be the torpedo run and it explodes at the distance the ship should be?
I've been repeating the steps like a mad scientist and mixing up the values entered a bit each time.
I see them all explode in front of the ship or right broadside but maybe short of actually reaching the ship, and it keeps sailing while I restart the game to try again. What am I doing wrong?? ![]() |
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#2 |
ACE
![]() Join Date: Sep 2002
Location: Kansas City
Posts: 1,274
Downloads: 60
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Maybe posting on here was good luck! The very next time I went out I got one! First one broke it's back and went straight down so the three other torpedoes missed their mark, but I think I had led it just right that a merchant or something bigger would have eaten all 4.
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#3 |
Born to Run Silent
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You're not the only person, players are finding the realistic targeting in the Marulken demo to be a challenge. The biggest hurdle is determining target speed, check the tutorial for info on how to do that. Wolfpack will probably have a different method, but from talking with Navy vets, a lot of it was IDing the ship, knowing its top speed, and just plugging in an estimate.
It definitely helps to close the range to 900m, if possible. In the Wolfpack game, we hope to have a training mission that replicates the Kriegsmarine training, where you are in a bay with a target ship, illuminated dummy torpedoes. You will be able to go through torpedo firing exercises and check your solution against the target ship's data.
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#4 |
Weps
![]() Join Date: Nov 2012
Location: Canada
Posts: 370
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If you wanna play we get some navy vets and myself together sometimes for "competitive research". We practice IC and such.
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#5 | |
Ace of the Deep
![]() Join Date: Feb 2006
Posts: 1,163
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![]() Quote:
Excuse me for intruding, I don't play this sim, at least not yet, but popped in to have a look about. This caught my eye. There is no AoB of 270, or perhaps I misunderstand what you're writing. A course or a bearing can be 270, but not an AoB, which can only have a max of 180 (either starboard or port). Am I missing something?
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#6 |
ACE
![]() Join Date: Sep 2002
Location: Kansas City
Posts: 1,274
Downloads: 60
Uploads: 0
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My mistake, when I said 270 I meant 90 degrees to the port side.
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#7 | |
Born to Run Silent
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SUBSIM - 26 Years on the Web |
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#8 |
Ace of the Deep
![]() Join Date: Feb 2006
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That explains it.
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