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Old 11-06-05, 04:06 PM   #1
Syxx_Killer
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Default Quick launch or not?

For those who use the FFG7, what is your preference regarding launching the helo? I usually don't use the quick launch option, but have recently tried it. When doing quick missions, I usually don't last the hour it takes to get the bird in the air. Enemy subs usually shoot at me rather quickly.
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Old 11-06-05, 04:43 PM   #2
MaHuJa
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I usually have a lot of fun with my own torpedo launchers until the helo launches. Then they are usually too busy to shoot back.

Of course, you have to stay alive if they do shoot at you.
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Old 11-06-05, 05:32 PM   #3
XabbaRus
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Well the time it takes to launch a torpedo from the FFG under normal conditions takes too long.

Compressioncut mentioed this, also the reloading of torps on the FFG seems to take way too long, I thought they had a magazine near by.
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Old 11-06-05, 05:55 PM   #4
LuftWolf
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I've put the SVTT reload times on our list for the next version of the mod, I believe we can do this for playables, but I have to check... how long do you think is a realistic time to reload the SVTT?
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Old 11-06-05, 06:19 PM   #5
Molon Labe
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You guys know you can start the helo at alert 5 if you want, right?
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Old 11-06-05, 07:21 PM   #6
XabbaRus
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SVTT reloads I reckon no more than 60 seconds.

And I wish SCS would make targetting info transfer to the selected torp a lot faster.
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Old 11-07-05, 05:33 AM   #7
MaHuJa
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Quote:
Originally Posted by Molon Labe
You guys know you can start the helo at alert 5 if you want, right?
Ummm... without editing the missions? no.

Though I suppose editing the quick mission region files might do it for the quick missions?
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Old 11-07-05, 09:59 AM   #8
Molon Labe
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Quote:
Originally Posted by MaHuJa
Quote:
Originally Posted by Molon Labe
You guys know you can start the helo at alert 5 if you want, right?
Ummm... without editing the missions? no.

Though I suppose editing the quick mission region files might do it for the quick missions?
Well, yeah, in quick missions you're sorta screwed, but that's only half the question. :P
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Old 11-07-05, 10:34 AM   #9
Bellman
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Wandering a bit OT to sub Quick Launch. I was taken aback the other day to be asked to carry out a QL,
which was appropriate to test diving time constraints. I was able truly to say ''I have never used this feature''
but it made me wonder what the position is the Fleets and general MP.

I feel confident in saying that the Seawolves dont (did'nt) use this ''Aid" But what goes in the 'shark pond' ?
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Old 11-07-05, 12:33 PM   #10
SeaQueen
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Quote:
Originally Posted by XabbaRus
Well the time it takes to launch a torpedo from the FFG under normal conditions takes too long.

Compressioncut mentioed this, also the reloading of torps on the FFG seems to take way too long, I thought they had a magazine near by.
Actually, having seen them reload a torpedo, the time is actually just about right. Loading torpedos on a helo or in the tubes takes a fair amount of time. It's pretty involved. There's actually a crane inside the magazine, they use to lift it off the rack, which they have to do fairly slowly, on account of the thing being heavy and dangerous. Then they put it on a little cart, roll it either down to the flight deck or to the torpedo tubes, and do their thing there.

The whole process looks more like construction work than anything else, complete with hard-hats. I couldn't imagine what it would be like if the ship was rolling or pitching substantially. It's a lot of labor intensive work by hand, with multiple people involved, though.

Believe it or not, there's also a fair bit of prep-work too. When I was at sea, they had to start getting torpedos ready the night before. None of this was quick or easy.
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Old 11-07-05, 12:42 PM   #11
SeaQueen
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Default Re: Quick launch or not?

Quote:
Originally Posted by Syxx_Killer
For those who use the FFG7, what is your preference regarding launching the helo? I usually don't use the quick launch option, but have recently tried it. When doing quick missions, I usually don't last the hour it takes to get the bird in the air. Enemy subs usually shoot at me rather quickly.
I never use quick launch.

Depending on the environment. I might start the scenarios differently, though.

If there is a convergence zone, I start the scenario with my helos on the deck. They'll always be able to get airborne if I play it right. In the shallows, though, I prefer to start the scenario with the helo airborne. There you can use it either as a second searcher, or strictly to pounce on any contacts (there's advantages and disadvantages to both).

The quick missions, btw, are fairly surreal simulations, in my opinion. There is NOTHING quick about ASW. The vast majority of it is slow, technical, and intellectual.

When I do play them, I start warming up the helo almost as soon as I start the game. I usually also make a radical course change and try to run away for some deep water if possible. That will probably buy you some time and improve your acoustic situation sufficiently to give you a decent detection range.
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