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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Lieutenant
![]() Join Date: Jan 2004
Posts: 251
Downloads: 177
Uploads: 0
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It kills me to have the perfect setup, release to fish at the merchant....and watch them pass underneath the keel without exploding...
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#2 |
Mate
![]() Join Date: Mar 2010
Posts: 51
Downloads: 65
Uploads: 0
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Set the torps to contact influence. In heavy seas I will set them to run a little deeper than the std keel depth.
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#3 |
Lieutenant
![]() Join Date: Jan 2004
Posts: 251
Downloads: 177
Uploads: 0
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Thats what i do..l.several f33t (3) below keel and it they dont go boom
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#4 |
Eternal Patrol
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Think how the real guys felt. They didn't know what was going on.
And they didn't have switches to change heads. Warheads had a magnetic influence pistol and a contact pistol, and that was what they were stuck with. A few enterprising skippers figured it out and had their torpedo chiefs take them apart and remove the magnetic head, but it wasn't until much later that Admiral Lockwood started investigating the problem. So the game once again lets us cheat. But then, so does hindsight. ![]()
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“Never do anything you can't take back.” —Rocky Russo |
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#5 |
The Old Man
![]() Join Date: Aug 2006
Location: Yonkers, NY U.S.A.
Posts: 1,507
Downloads: 154
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I always set early war torpedoes to shallow depth and slow speed. Seems to help alittle.
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#6 |
Lieutenant
![]() Join Date: Jan 2004
Posts: 251
Downloads: 177
Uploads: 0
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Is contact better than magnetic early war? What year did the magnetic get corrected? I sthat simulated in the game?
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