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Old 05-26-08, 10:39 AM   #46
siber
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Even when I've been in a position to try, I've never actually scored a hit...

The odds of the torp missing, or hitting but bouncing off are seriously significant.
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Old 05-26-08, 10:43 AM   #47
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Hello,
i have heard it from two commanders, an american and a german one. However it is very unlikely that a torpedo would explode hitting at the sharp angle of a bow with an impact detonator - it would most probably be diverted and run on in a different direction, at least in the early war with the detonator pistol problems. Maybe with a magnetic detonator, but then the waves may not be too high ... it works in SH3 with magnetic detonator and in calm weather.
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Old 05-26-08, 11:54 AM   #48
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Default QUESTION!

guys please help HOW DO I MANUALLY TARGET SHIPS USING OLC UBERMOD GUYS SHOW ME YOUR TARGETINGSKILLS!
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Old 05-26-08, 07:20 PM   #49
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download the OLC GUI tutorial video from onelifecrisis's website!
Its very comprehensive and wil teach you the fine art of manual targeting. (actually its not that hard at all )

http://hosted.filefront.com/onelifecrisis
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Old 05-27-08, 05:31 AM   #50
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I found it useful to extract a point-by-point list for writing on a sheet that can be blue-tack'd to the wall next to your monitor for reference.
(Note nomenclature: OW = Outer wheel. CWU = Centre wheel upper. CWL = Centre wheel lower. IW = Inner wheel.)

Correct me if I'm wrong guys, but I understand the sequence to be as follows:

1: Speed determination.
a: Identify ship
b: Align crosshair with bow and start stopwatch. Do not move scope!
c: Stop stopwatch when stern passes crosshair.
d: Align time (secs) on CWU with ship length (from ID book) on OW.
e: Scratchmark at 58deg on IW indicates calculated speed (kts) on CWL.

2: Range determination.
a: Lock scope view onto ship
b: Note height of tallest mast (number interval) marks on scope.
c: Set this number on CWL to 90deg on IW
d: Find ship's mast height (from ID book) on OW. This aligns with range on CWU (in hundreds of metres).

3: AOB determination.
a: Drag calculated range on CWU round to align with ship length (from ID book) on OW.
b: Count number of intervals between centre of ship and bow. Note direction (Red/Green).
c: This number on CWL gives AOB on IW
d: Set this AOB on Red/Green side as per b:

Bare in mind however, I have terrible trouble getting a reasonable value for AOB - possibly due to error in range calculations. (Does mast height include flag or not??) I usually set myself up for interceptions at 90deg (give or take a degree or two) AOB so that I can preset it on my dials. If I also know the speed (3.15 rule), it makes life a LOT easier.

Also, the closer you are, the greater your margin for error without missing. Try to get within 500m-1000m.
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Old 05-27-08, 07:17 AM   #51
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Is there a mod that makes destroyers stop being retarded? Frankly, if real DD's were half as dumb I would've been the most famous U-boat captain ever. I've sunk scores of them by positioning myself near-perpendicular to their attack course then going ahead flank and turning hard into them when they close to about 400m. Immediately after they pass about 80m to stern I make a hard turn in the direction they turned and sink them with one torpedo (fast, 2m 10 degree lead fired at zero) when they come about. Barring dud torpedoes and the occasional target speed increase when the torp is spotted early this never fails against less than four DD's.

On that note, what is the damage radius for a depth charge of that vintage? Always thought it would be greater than 80m....
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Old 05-27-08, 07:51 AM   #52
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Notes for the Mk VII Heavy depth charge:
Quote:
The British claimed this DC would split a 0.875 inch (22 mm) hull at 20 feet (6.1 m) and force a submarine to surface at about twice that distance. A minol charge introduced in 1942 increased these distances to 26 feet (7.9 m) and 52 feet (15.8 m), respectively.
http://www.navweaps.com/Weapons/WAMBR_ASW.htm
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Old 07-25-08, 05:43 AM   #53
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I have 1-2 questions about realism?

do you hardcore-players think that the default repair-times (SH3+GWX2) are reallistic?

if no: do you use the LRT (longer repair times) mod?

thanx
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Old 07-25-08, 12:10 PM   #54
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No, the stock repair times are just silly. Engine damaged, fixed two minutes later. If that was the case they wouldn't even tell you they had a problem.

LRT is the way to go, but I've heard it causes conflicts with GWX. Unfortunately I don't know what the problems are, or if the last version of LRT worked better. Somebody out there does, though, and we'll hear about it soon enough.
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Old 07-25-08, 12:31 PM   #55
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http://www.subsim.com/radioroom/show...36&postcount=1

Don't shoot the messenger.
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Old 07-25-08, 01:37 PM   #56
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BANG!
:rotfl:

Thanks for posting that, OLC. That was during my homeless period, so I missed it - or dismissed it at the time simply because it had no direct bearing on my life.

There was a 'final' version created for GWX 2.0, which should work with 2.1 as well; the caveat being if it really works with 2.0 without breaking it. I suppose it really comes down to "use at your own risk".
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Old 07-25-08, 02:11 PM   #57
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One thing that generally gets omitted during the endless 'realism' debate is "real" U-Boat doctrine. It was doctrine that the 1WO did the torpedo shooting during surface attacks under direction of the Captain so adapting manual targeting in all instances is hardly 'realistic'. It is however, both fun and challenging. Doing so hurts no one. Likewise in early 1943 it was doctrine to stay up and fight it out with aircraft, paricularly transiting the Bay of Biscay. Doing so in GWX 2.1 is a good way to end a promising career but again, that was what they were ordered to do in reality. And many promising careers were ended, most rather horribly.

I suggest that so-called "realism" in any game lies in what the player puts into it and not so much what the programmers impose by software limitations or design philosophy.

This unsolicited $0.02 is brought to you in the spirit of Good Hunting.
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Old 07-25-08, 02:21 PM   #58
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Quote:
Originally Posted by Randomizer
One thing that generally gets omitted during the endless 'realism' debate is "real" U-Boat doctrine. It was doctrine that the 1WO did the torpedo shooting during surface attacks under direction of the Captain so adapting manual targeting in all instances is hardly 'realistic'.
It was also true that at the periscope the captain would focus the periscope and call out the range and bearing. He and his team would then do the math together. The only problem is that the 'Weapons Officer' in the game has a supernatural ability to be perfectly accurate all the time. Maybe someday it will be accurately modelled in a game, but not today and not this one.

Quote:
I suggest that so-called "realism" in any game lies in what the player puts into it and not so much what the programmers impose by software limitations or design philosophy.
I completely agree. Sometimes I criticize when people are bragging about their great scores, and maybe I'm wrong. On the other hand, sometimes someone will say "I try to play realistically", and end up receiving a tirade about "it's only a game!"

Quote:
This unsolicited $0.02 is brought to you in the spirit of Good Hunting.
Please bring more - I need the money.:rotfl:
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Old 01-02-09, 06:48 AM   #59
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sry for pushing up an old thread but this one seems to be the best place for my question: Whats the max TC i can use without reducing the chance of air attacks?
Ive searched and readed two thing x128 and x256 but whats the correct value?
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Old 01-02-09, 09:19 AM   #60
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I'm not 100% sure but my gut says 256. That said, I always use a max of 128 when i', in the patrol zone and 256 when en-route by way of shipping lanes.
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