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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Samurai Navy
![]() Join Date: Mar 2002
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I haven't figured it out yet.
I can click all the settings so the torpedo will do its thing, but I can never get a hit. One of the things you can pick for a FaT is run _time_ (not distance?!), so you have to, I guess, calculate the distance based on the runtime before a FaT starts its pattern. How do you do that, exactly? I'd like to be able to fire one at a ship with a runtime that'll clear it if I miss, then begin its pattern. With IC there should be plenty of targets to hit. Ideally I'd like to get a range, then fire four into a convoy without any solid targets just to see what happens. Anyone ever fire a bunch of FaT Is or IIs into a convoy and just score random hits? ![]()
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X1 = Thieves Starforce officially promotes piracy of unprotected game, Galactic Civilizations II! eh? Improved Convoys mod! |
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#2 |
Grey Wolf
![]() Join Date: Dec 2004
Location: Finland
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Run time? What do mean, exactly?
I think that's not correct. |
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#3 |
Grey Wolf
![]() Join Date: Dec 2004
Location: Finland
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When I did my test drives (single missions), I got several hits with salvo of FaT and I didn't do it just once. I think the basics is this:
1. Set the initial run length first. For example: You are at normal course (90 degrees to targets track), distance 2500 m. We assume convoy is approximately 2500 m wide = 2 x 2,5 km = set initial run to be 5000 m. 2. Set direction for the first turn (to port or starboard after initial run, if no target was hit before) 3. Select the distance of 800 or 1600 m, that's the distance torpedo will travel after the first (and second and so on) turn before next turn, this time opposite derection. 4. After initial run it's just pure luck if you get a hit. Usually you'll get something, at least if you launched more than one torpedo. But this run time???? Haven't heard :hmm: |
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#4 |
Grey Wolf
![]() Join Date: Dec 2004
Location: Finland
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And, remember, 1600 m is best for the slow targets, 800 for the fast ones.
Have a good hunting! RC |
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#5 |
Engineer
![]() Join Date: Jun 2005
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Still wonder why only some of the FaT controls are useable.
Am I missing something? |
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#6 |
Grey Wolf
![]() Join Date: May 2005
Location: USA
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Run time is how long the terpodeo does its straight run before it goes into pattern
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#7 | |
Samurai Navy
![]() Join Date: Mar 2002
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![]() Quote:
I am confused how people are missing this. If you click the FaT icon it's the top right dial. It lists time, in integers, that goes from like 5 or 10 to 120 or 130 as I recall. I got a strong impression it was runtime, in seconds. It doesn't make any sense as run distance.
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X1 = Thieves Starforce officially promotes piracy of unprotected game, Galactic Civilizations II! eh? Improved Convoys mod! |
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