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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Nub
![]() Join Date: Feb 2011
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*saluts*
Greetings! I'm at the brink of despair. I want to destroy all five ships on that mission. I start with the coastal merchant bearing 150 with the aft tube, then I head for the small tanker (50). But it takes too long to position myself to destroy the tanker. If I can get a clean shot on the tanker, I almost lost track of the coastal merchant (240). I know, I can neglect the C2 (it is sooo slow) and the coastal merchant bearing 355 (because the ship does not move until fired upon). My kill approach is: Identify target Determine distance Adjust AoB Determine speed of target (2 min 30 sec) Torpedo Settings (M, 1 m under keel) Fire 2 of 3 shots I do hit, 1 of 3 shots is a one-shot-skill. Any suggestions? Thanks, Isatin (I'm using AOTD-Mod 2.2) |
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#2 |
Eternal Patrol
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Do it on the surface. You can outrun all of them. I fire at the stationary one, then surface and head for the tanker, then continue in a clockwise circle until I hit the big boy. Two eels for each guarantees I don't have to sit around waiting to see if they sink.
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“Never do anything you can't take back.” —Rocky Russo |
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#3 |
Grey Wolf
![]() Join Date: Feb 2007
Location: CG 96
Posts: 861
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When the game first opens mark all the targets where they initially are, then after a few minutes and mark them again. Depending on where you are try and get a 3rd marking so you'll be able to get a more accurate picture of where each ship is heading to in case they go out of visible range. You can stay submerged for the first few attacks if you like, after you reload then surface using your markings to head in the right direction to intercept them and either submerge or attack them on surface. Even if one gets 4000 or 5000m away moving at flank on the surface you'll catch up with them pretty quickly.
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#4 | |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
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So if you are trying 90 AOB, you need to bring your torpedo depth up to 1-2 meters below the waterline so that your torp makes physical impact. If you do want to use magnetics -- and I almost always do in flat seas -- then keep your depth 1 m below keel, but use an AOB of 10-45/135-170.
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#5 | |
Lucky Sailor
![]() Join Date: Oct 2010
Location: Rome
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I have never seen an magnetic eel miss a target because it overshot it at 90 AOB (I'm not saying it hasn't happened, just I've never seen or heard of it). If you are worried about the pistol not having enough time to detonate, then use a slower speed on the eel so it is guaranteed to detonate. Just because you are 90 AOB doesn't mean you have to use impacts. But since there is no enemy fire in this scenario, it is easiest to stay surfaced and hike it over to each ship. Tessa gave a great recommendation for keeping track of them. Just remember they will be zig-zagging (IIRC), so you will have to do very close shots for each (<1km). |
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#6 | |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
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The question is not "can a magnetic work?" but "will a magnetic work best?" And, at 75-105 AOB, the answer is "no." A magnetic at any speed on a short angle is liable to either not detonate or detonate a few meters on the other side (where, granted, it can cause damage). Since an impact is more reliable at that angle, and even desired in rough seas, "impact at 75-105 AOB" is not a bad doctrine. Magnetics are the best bang for the buck... but they need to be used at the correct angle. Gargemel: if you can make a data-based case otherwise, be my guest. I have searched the forums and can see nothing that indicates it. Even on an anecdotal level.
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#7 | |
Grey Wolf
![]() Join Date: Feb 2007
Location: CG 96
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A 90 degree aob will still hit your target if you have the setting right. By decreasing the aob you give yourself more room for error in your depth settings. If the eel runs 1.5m under the boat the longer it runs under the boat will give it more time to rise upwards and make contact. A 90 shot that low is almost guaranteed to miss where a 30 degree aob setting might still hit it. |
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#8 | |
Grey Wolf
![]() Join Date: Feb 2006
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#9 | |
Lucky Sailor
![]() Join Date: Oct 2010
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I'm not arguing that low AOB's aren't better for mag's, because they are.
What I'm arguing is DR's statement that mag's do not work at High AOB's: Quote:
Your not going to use impacts against the really big targets, they just don't sink fast enough. You need to use magnetics at keel busting depths. So telling newer players to never use mags is clearly wrong. It's a training mission, and having them learn poor practices early would only lead to their detriment later. If you are worried about a magnetic running to far under a ship, don't set it as deep, but still slightly deeper then the hull. That way the magnetic influence detonator will have more 'contact' time with the hull. My point is, telling him that using mag's is wrong because they will almost always fail is misleading. |
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#10 | |||
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
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I hate seeing my words twisted, especially when I love magnetic torpedoes. I never said or hinted at the following:
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And, Gargamel, I remember some of your early posts, just four months ago, and how people gave you novice guidance without loading you down with tons of detail and doubt. But let's move on. We have targets to sink. My view on torpedoes in early war is, as I have said countless other places on the forum...
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******** Each has his or her own way of playing the game. That's good. None of us knows everything we want to know about the game, so we come here and ask questions. That's good. And, grateful that we get answers about what we don't know, we offer answers when we do know. And that's good, too -- especially when we caveat with "as far as I know through my own experience."
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#11 |
Lucky Sailor
![]() Join Date: Oct 2010
Location: Rome
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I quote your own statement in my previous post, and yet you ignore it?
You have this obsession with knocking down newer players. I may be new to the forums, and new to the game, but I've made it my goal to help other new players the same way I was shown. In a recent thread you had totally discounted one of my posts, simply "because I was new and bumping my post count". Soon after your post went up, I received multiple PM's saying how I should just ignore you, as other people have encountered your bullying ways too. I do not mind, and I even welcome intelligent, and perhaps sometimes spirited, discussions on topics. But dismissing one's point of view on a topic, just because they are new, is unacceptable. It also goes against the unwritten mission statement this forum seems to abide by. I will from now on, ignore you and the closed paradigm you employ, as was encouraged by many other members of this forum. |
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#12 | |
Navy Dude
![]() Join Date: Mar 2008
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This fact has been the general consensus on these forums for years, and the current acceptable method seems to be either a 90 degree shot on impact, or a narrower / wider angle under the keel on magnetic to give the eel the best chance of detonating while still under the hull. DR did write that a 90 degree magnetic detonation early or late may still cause damage, but it was less effective than a detonation under the hull. Now, getting back on topic. I passed the test using the following technique: 1) Aim for the stationary ship in front of you. Run an eel under the keel on magnetic setting, fast speed. Aim at the very front of the ship because as soon as it notices the eel trail it'll steam forward. Aiming at the front of the ship give a detonation at the middle / stern of the ship, and will usually sink. 2) Proceed clockwise ignoring the large merchant. Plot their courses so that you don't lose them if they exceed visual range. Run on the surface and get close, 500 - 700 meters at 90 degrees, and ping them one by one. An eel on impact near the front of the ships usually guarantees a sinking in time, but will definitely slow the ships down. 3) Put an eel into each ship as previously mentioned, tracking them down with your previous plots. Finally put two eels into the large merchant. 4) Working clockwise from the large merchant, deliver a Coup de grace to any merchies that have the temerity to stay afloat. 5) Return to base for cocktails. ![]()
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#13 | |
Eternal Patrol
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__________________
“Never do anything you can't take back.” —Rocky Russo |
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#14 |
Rear Admiral
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I can remember a time when that little stationary ship between me and the big ship was the bane of my SH3 existence.
![]() If I aimed AT him, somehow it would always miss. If I didn't aim at him, somehow I would end up hitting him instead of the other ship. I may have to go back and have some fun with the Torpedo training, I didn't even know about magnetics then. ![]() |
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#15 |
Seasoned Skipper
![]() Join Date: Oct 2010
Location: Westun New Yahk
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I found that the academy always fails me in the torpedo test, even if I sink all five in a short period of time, with one shot per target.
And similarly, I eliminated ALL the ships in the convoy training mission. Again, "unsatisfactory."
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Largest target sunk with deck gun: Japanese auxiliary cruiser, 15000 tons
Largest engaged: HMS Nelson. Results inconclusive. ![]() Read Brag's stuff ![]() |
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