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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Sep 2008
Location: Estonia
Posts: 17
Downloads: 32
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Torpedos.. useless things.
I mean seriously.. How am I supposed to hit a ship with torpedos in SH 5.. where's the good old automatically calculating torpedo calculator man who was in SH 3. Torpedos just keep missing.
![]() ![]() What good is a submarine when torpedos keep missing. I managed to go to merchant ship un-noticed then submerged and fired a torpedo.. I clearly saw that merchant wasn't even doing evading except going straight and guess what all torpedos missed. That would have not happened in SH 3. ![]() Please help! |
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#2 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
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http://www.subsim.com/radioroom/showthread.php?t=164131
I really don't like the AutoTDC in SH5, but manual is just great. ![]() |
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#3 |
Admiral
![]() Join Date: Jun 2005
Posts: 2,014
Downloads: 26
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Auto is simple, Lock with space bar then unlock. Then point where you want the Torpedo to hit the ship with the cross hairs in the scope and press fire.
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#4 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
Downloads: 108
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explain more please? unless that's sarcasm I think that would only work with a stationary ship!
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#5 |
Convicted Ship Killer
![]() Join Date: Mar 2009
Location: Just out of sight... plotting your course and speed
Posts: 846
Downloads: 371
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Its not sarcasm - lock on the target, then unlock BEFORE firing the torpedo - on your attack map you can see the torpedo path change from on or behind the target when locked - to leading the target after you unlock. Check it out and see...
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Akula4745 ![]() "If you sit by the river long enough... the body of your enemy will float by -- SunTzu" |
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#6 |
Bosun
![]() Join Date: Apr 2005
Posts: 66
Downloads: 69
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it's not the wrench, but the nut that holds it....
sorry, could not resist. Torps work fine. I don't see the point in auto targeting, the best fun comes from learning to do it correctly (mods needed for this). |
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#7 |
Stowaway
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Screw tutorial videos that make it too complicated.
1. Lock onto a ship 2. Identify it, use the filters if you must. 90% of the time its a Liberty Cargo, Hog island type A, Cimmeron tanker or Fletcher destroyer. 3. Use the stadimeter on the mast with the flag to identify the range, this works best with darkwraiths UI mod, but its close enough 4. Angle on bow, the hardest part. you are determining your position from the perspective of the ship you are attacking, use the angle tool, draw a line in the direction he is heading by first clicking in front of the contact, than dragging a line across his "tail" to make a paralell line to the target. after this drag the "Arm" onto your submarine, you will get a reading such as "45 degrees left" or "85 degrees right". Enter this into the computer. 5. Speed, you can guess this from experiance or just click the contact in the tactical map 6. Launch the torpedo. Practice and you'll be nailing them in no time. At first dont attack targets faster than 12 knots or farther away than 1200 meters. With experiance you can shoot faster targets farther away. Good hunting. If you didnt understand anything in this guide i would be happy to explain more. Please ask. Automatic shooting is for bitches. ![]() Last edited by MattDizzle; 05-24-10 at 09:51 PM. |
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#8 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
Downloads: 108
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Ill try to lock thing!
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#9 |
Watch
![]() Join Date: Sep 2008
Location: Estonia
Posts: 17
Downloads: 32
Uploads: 0
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Thanks guys.. managed to figure out some parts myself like those dots with numbers on them.. first time I launched my torpedos two missed and one made a critical hit then I load my game again and this time I only shot two torps out which both hit the target but the bastard was still sailing onwards.
![]() Any mods out there that make torpedos to 300-400 damage or more? I hate to waste 4 torpedos on one merchant. |
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#10 | ||
Ace of the Deep
![]() Join Date: Nov 2009
Location: New Zealand
Posts: 1,013
Downloads: 124
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![]() Quote:
You dont need to have your torps do more damage. You can install the mods I've highlighted red to make ships behave more realistic. This is more realistic than having your torps do crit hits. My mod list :- Quote:
Critical Hits for Torpedos Good hunting ![]()
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Windows 7, 64bit. Phenom II 965BE (OC 4cores @ 3.8 Ghz). Radeon HD4870 (1gb gddr5). 6gb Ram. Last edited by jwilliams; 05-25-10 at 03:26 AM. |
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#11 |
Watch
![]() Join Date: Sep 2008
Location: Estonia
Posts: 17
Downloads: 32
Uploads: 0
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Hey thanks! I managed to changed the torp damage myself with S3D (v0.9.9) I wonder if they take effect in my savegame or I must start a new game?
I made the torpedos predictable.. now one torp hit should blow the entire ship up that should make it easier to avoid getting my sub's arse handed to me. I mean I don't have to surface and hammer the ship with my deck gun which makes my sub visible to the enemies. |
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#12 |
Helmsman
![]() Join Date: Feb 2010
Posts: 106
Downloads: 15
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BRF and Damage Assessment really do help, quite frankly.
Or at least I think, I never seriously played without those mods. The end effect however is that it usually takes some time for ships to sink, and so you may have to fire another torp or use the deck gun to finish them off. But if you see the ship getting lower in the water, odds are it will sink on its own. That said, I also use the torpedo crits mod. I just don't like the idea of ships having hit points... there are any number of ways a single torp could sink a ship, so that mod helps create a good variety (sometimes it'll take me 2 torps to sink a Liberty, and from time to time, rarely, a single hit will shear off the bow and the likes). Still took me 3 torps to sink an aircraft carrier. ![]() Itkovian |
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#13 |
Grey Wolf
![]() Join Date: Sep 2009
Location: Egypt
Posts: 840
Downloads: 132
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yeah the interface is gay no doubt, but eels sink ships too..
" The best firing solution against a ship, is from 90 degree angle at about 800 meters" damn Germaniawerft had no sonar at the time.. with sonar, you are the king since you dont have to raise the scope anymore.. just a ping.. then a ping... then a ping... then a ping...then a BOOM!!! ![]()
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#14 |
Loader
![]() Join Date: Apr 2007
Location: Manchester, UK
Posts: 84
Downloads: 28
Uploads: 0
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If you've put any points into the Torpedo man's abilities such as enhanced torpedo range & power, you might also need a 'torpedo fix' mod like the one below. There's a bug in the game where the TDC doesn't appear to factor in the enhanced performance of the torp upgrades, thereby throwing out calculations.
http://www.subsim.com/radioroom/down...o=file&id=1849 |
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#15 |
Captain
![]() Join Date: Apr 2002
Posts: 530
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I thought you needed a constant Internet connection or the torpedoes will stray off target? Isn't that the meat and potatoes of this sim?
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