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Old 03-31-11, 07:21 AM   #1216
oscar19681
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TDW, is this radio antenna (looks like an ice pick) detectable by escorts? At periscope depth it sticks out of the water and if you want to move while at p depth, it produces a wake and a splash. Any way to lower this thing?
I think you have to change something in the equipment file. Not sure how to thought but i think its either always down or allways up. I would love to have this thing allways down.
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Old 03-31-11, 07:27 AM   #1217
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Originally Posted by oscar19681 View Post
I think you have to change something in the equipment file. Not sure how to thought but i think its either always down or allways up. I would love to have this thing allways down.
It should be possible to put it down because I think it goes down when you surface. At least I don't remember seeing it surfaced.
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Old 03-31-11, 08:05 AM   #1218
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TDW, is this radio antenna (looks like an ice pick) detectable by escorts? At periscope depth it sticks out of the water and if you want to move while at p depth, it produces a wake and a splash. Any way to lower this thing?
The height setting for the Rod Antenna is in the UBoot_Sensors.sim
For that matter, all extend heights for Periscopes and Antenna are located there.

Personally, I would like to see the Rod Antenna up out of the Tower about 1 meter and not extend any higher, even when srufaced.
If the Antenna actually effected the communications radio and public radio it would be a different story.
Would be nice to be at periscope depth and have the Public Radio stations working if the Rod Antenna is extended.

Sounds like you are using your Observation Periscope when attacking?
If you go to 15m or more depth, the Rod Antenna Wake and Splash stop.
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Old 03-31-11, 01:27 PM   #1219
oscar19681
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Originally Posted by TheBeast View Post
The height setting for the Rod Antenna is in the UBoot_Sensors.sim
For that matter, all extend heights for Periscopes and Antenna are located there.

Personally, I would like to see the Rod Antenna up out of the Tower about 1 meter and not extend any higher, even when srufaced.
If the Antenna actually effected the communications radio and public radio it would be a different story.
Would be nice to be at periscope depth and have the Public Radio stations working if the Rod Antenna is extended.

Sounds like you are using your Observation Periscope when attacking?
If you go to 15m or more depth, the Rod Antenna Wake and Splash stop.
where exacly is the u-boat sensor sim located? how do you open it?
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Old 03-31-11, 02:09 PM   #1220
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Sounds like you are using your Observation Periscope when attacking?
If you go to 15m or more depth, the Rod Antenna Wake and Splash stop.
I was actually evading some planes that were in the area so I was taking a peek with the obs scope before surfacing.
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Old 04-02-11, 01:00 AM   #1221
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Does the merchants visual sensor value determine its ability to detect torpedoes? I've been finding it very hard to attack convoys without them changing speed before the first one hits. I try to set them as deep as possible to avoid detection but they always manage to detect them. Even in crappy weather/night time.
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Old 04-02-11, 01:05 AM   #1222
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Originally Posted by Not_Yet _Kameraden View Post
Does the merchants visual sensor value determine its ability to detect torpedoes? I've been finding it very hard to attack convoys without them changing speed before the first one hits. I try to set them as deep as possible to avoid detection but they always manage to detect them. Even in crappy weather/night time.
you shoot for long distance? .. i think they detect the torpedos but i dunno wy detect also in night time... when i play they detect my torpedo only if i make long shoots (around 5 km).. tdw must know this better
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Old 04-02-11, 01:20 AM   #1223
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ya usually i'm firing a long range at slow speed for my first 2 shots to give me time for the other ship in the column time to line up with my shot. By the time i fire my last 2 torps at fast the whole convoy is starting to slow down already. Resulting in my first 2 shots to miss.

Im thinking when they pass near another boat the AI knows this even under bad conditions thus alerting the rest of the group. On a sunny clear calm day i can understand this being possible...

edit: I usually fire at around 3km for my first 2 slow shots because of the speed changing they do.
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Old 04-02-11, 01:26 AM   #1224
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ya usually i'm firing a long range at slow speed for my first 2 shots to give me time for the other ship in the column time to line up with my shot. By the time i fire my last 2 torps at fast the whole convoy is starting to slow down already. Resulting in my first 2 shots to miss.

Im thinking when they pass near another boat the AI knows this even under bad conditions thus alerting the rest of the group. On a sunny clear calm day i can understand this being possible...
i can not follow you precise but you say you put your torpedos in the ship from behind and they pass near few ships before hit the target... if yes than i think because of that the convoy change speed... with this evil irai by tdw you must to plan your attack very well... when you hunt convoys you must to use some tactics... depends how you want to attack the ships.. same line or same row... but the most important is that all the torpedo to explode in same time... if you have time you can watch some tutorials:



EDIT: i think this one - i have not problems if i attack convoys like this with irai v30 by default

11) How to attack Convoys in SH5 ==> Link


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Last edited by stoianm; 04-02-11 at 01:39 AM.
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Old 04-02-11, 01:38 AM   #1225
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I was using the method in that video yes.

Did you change any of your merchant settings IRAI or keep them as is?
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Old 04-02-11, 01:44 AM   #1226
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I was using the method in that video yes.

Did you change any of your merchant settings IRAI or keep them as is?
no i do not change... i use by default... so you was at 90 degrees and you wanted to hit ships in same row?... and they changed speed and you missed all the torpedos?... if yes i do not understand how you say that torpedoes pass near some ships first before to hit the loked ship?... i can not follow you
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Old 04-02-11, 03:07 AM   #1227
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Quote:
Originally Posted by Not_Yet _Kameraden View Post
ya usually i'm firing a long range at slow speed for my first 2 shots to give me time for the other ship in the column time to line up with my shot. By the time i fire my last 2 torps at fast the whole convoy is starting to slow down already. Resulting in my first 2 shots to miss.

Im thinking when they pass near another boat the AI knows this even under bad conditions thus alerting the rest of the group. On a sunny clear calm day i can understand this being possible...

edit: I usually fire at around 3km for my first 2 slow shots because of the speed changing they do.
Even at night with bad weather Merchant still have a short visual detection range for Torpedo Wakes of about 300 meters. Not sure of actual ranges as I have never looked for this info.
The Merchants are about 1000-1500 meters apart. You should be able to slip a few T1's within the Convoy with out detection if fired at at the correct AOB to pass between the closer ships.

Personally, if I have to close to 3000 meters to attack, I would just get in the convoy and attack. The escorts have a hard time finding you when you are in the middle of the Convoy. Pulling the trigger at 3k meters is like launching a flare telling all the escorts "Here I am!Come get me."
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Last edited by TheBeast; 04-02-11 at 03:19 AM.
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Old 04-02-11, 04:07 AM   #1228
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Originally Posted by TheBeast View Post
Even at night with bad weather Merchant still have a short visual detection range for Torpedo Wakes of about 300 meters. Not sure of actual ranges as I have never looked for this info.
The Merchants are about 1000-1500 meters apart. You should be able to slip a few T1's within the Convoy with out detection if fired at at the correct AOB to pass between the closer ships.

Personally, if I have to close to 3000 meters to attack, I would just get in the convoy and attack. The escorts have a hard time finding you when you are in the middle of the Convoy. Pulling the trigger at 3k meters is like launching a flare telling all the escorts "Here I am!Come get me."
- tjs is a good method ... i will make a tutorial for that.. i used this method few times and the dds and the ships are very confused... but this can be used only when you have the elctric torpedo ... later on the year ... the ones that folow the target... i am not sure but i think zedi told me few months ago that he use this tactic like this... i will read more to be informed corecly... because if you are in the middle of convooy and you use steam torpedo les than 300-350 metters this is not immersive... i read that they have not time to arm the piston and explode...they neede at least 300 meters or more... not remember well
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Old 04-02-11, 04:23 AM   #1229
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Originally Posted by stoianm View Post
- tjs is a good method ... i will make a tutorial for that.. i used this method few times and the dds and the ships are very confused... but this can be used only when you have the elctric torpedo ... later on the year ... the ones that folow the target... i am not sure but i think zedi told me few months ago that he use this tactic like this... i will read more to be informed corecly... because if you are in the middle of convooy and you use steam torpedo les than 300-350 metters this is not immersive... i read that they have not time to arm the piston and explode...they neede at least 300 meters or more... not remember well
Toredo Arm time is determined by TIME not RANGE. With that said, pulling the trigger on a target 400 meters away would not be wise as you may (in real life) sink your self at the same time.
Would be very cool if you could get interior shake effect for any detonation within 1000 meters.
A T1 set to High Speed needs to travel approximately 400 meters to arm. I made a 1000 meter Bearing Plotter that has the 400 and 800 meter rings bold. 400 metes for min range and 800 for optimal range.
I have watched torpedo's bounce along the boat side a couple times before it exploaded when firing at minimum range. I think it was a TIV electric.
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Old 04-02-11, 04:29 AM   #1230
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Originally Posted by TheBeast View Post
Toredo Arm time is determined by TIME not RANGE. With that said, pulling the trigger on a target 400 meters away would not be wise as you may (in real life) sink your self at the same time.
Would be very cool if you could get interior shake effect for any detonation within 1000 meters.
A T1 set to High Speed needs to travel approximately 400 meters to arm. I made a 1000 meter Bearing Plotter that has the 400 and 800 meter rings bold. 400 metes for min range and 800 for optimal range.
I have watched torpedo's bounce along the boat side a couple times before it exploaded when firing at minimum range. I think it was a TIV electric.
yes scuse me ... i was spoked by range but i was refering at time... time is related to range all the time... i not know exactly how manny time needed torpedo to arm... i was spoked only from memory... i will ask magic1111... he know a lot about torpedos... or maybe you can give me a link to read about that... tnx
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