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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 |
Planesman
![]() Join Date: Mar 2007
Location: Salford, Manchester, UK
Posts: 182
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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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Using GWX 3.0 at 100% realism, OLC's 'Ubermod' & Torpdamagefinal ![]() |
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#47 |
Dipped Squirrel Operative
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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. Greetings, Catfish |
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#48 |
Engineer
![]() Join Date: Aug 2007
Location: Urk
Posts: 214
Downloads: 44
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guys please help HOW DO I MANUALLY TARGET SHIPS USING OLC UBERMOD GUYS SHOW ME YOUR TARGETINGSKILLS!
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#49 |
中国水兵
![]() Join Date: Dec 2007
Location: Perth, Western Australia
Posts: 279
Downloads: 22
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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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#50 |
Planesman
![]() Join Date: Mar 2007
Location: Salford, Manchester, UK
Posts: 182
Downloads: 3
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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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Using GWX 3.0 at 100% realism, OLC's 'Ubermod' & Torpdamagefinal ![]() |
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#51 |
Silent Hunter
![]() Join Date: May 2008
Location: Storming the beaches!
Posts: 4,254
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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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#52 | |
Eternal Patrol
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Notes for the Mk VII Heavy depth charge:
Quote:
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#53 |
Admiral
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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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#54 |
Eternal Patrol
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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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#55 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
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Freedom of speech - priceless. For everything else there's Mastercard. |
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#56 |
Eternal Patrol
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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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#57 |
Stowaway
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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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#58 | |||
Eternal Patrol
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#59 |
Planesman
![]() Join Date: Dec 2006
Posts: 192
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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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#60 |
Stowaway
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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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