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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: Sep 2002
Location: Austria
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After doing 3 patrols in GWX, I noticed that on some ships the weak-spot "auto-aiming" doesn't work right, I think it was on the ammunition freighter, where I clicked that the torpedo should run into the forward ammunition depot, and when I fired it the stern ammunition depot was hit, I haven't had the opportunity to try if this works the other way round tho, e.g. when I aim for the stern depot, that the torp runs for the forward one, but on less than 1000m without the ship changing course or speed that's too much of an error in aiming. Second ship I noticed, where auto aiming seems screwed up is the second big cargo in the recognition manual, no matter which compartment I click at, the gyro angle won't change and at a range of 400m it certainly should, when I click first to aim for the rudder, and then for the fuel tank. When I fired the torp it hit the middle of the ship... if it would've happened only once I wouldn't even have noticed, but after I've sunk 4 or 5 from this ship type, always with the same procedure, going for the fuel tank first and hoping for a secondary explosion, and the torp always landing in the middle instead of a bit more forward, without any changes of the ships speed or course before the impact, I decided to investigate this matter, and saw that I can select any compartment I want the gyro-angle will always be set for the middle of this ship.
I know the obvious solution is to aim manually, but it's just convenient to use this. Is there anyway to play with unlimited weapon supply? Because I'd like to create a mission with all merchants available to check this out |
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#2 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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Try it on one of the stock ships
It may be it doesnt work with the new modded ships Maybe it doesnt work due to the rezoning for damage modelling To be honest I dont think any of the GWX team knew that function existed so its not something done deliberately If it does no longer work in GWX then its a cool side effect |
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#3 |
Sea Lord
![]() Join Date: Jun 2005
Location: Hamburg, Germany
Posts: 1,691
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You can auto aim certain spots? Never knew this, but I've never used noob targetting, ever.
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#4 | |
Stowaway
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#5 | |
Rear Admiral
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Yeah, i used to do that when i first starting playing SH3. You have to get to within (under) 1000 meters to your target. Have Automatic TDC enabled, with the recognition manual open. You can acutally pick out where you want the torped to hit. Engine room, fuel bunker, ammo bunker, etc. Everythign except the Keel, which was represented, but didnt work right. The sum of it is, you literally blow ships apart with 1 torpedo every time. Because a "targeted" shot like that, resulted in a critical hit every time, hence, KABOOM. I think this is what's called the AutoTDC's "silver bullet effect", or rather, all you have to do is have a torpedo hit one of those compartments regardless if you aimed for it or not. Instant critical hit, 100% every time, garunteed. Playing like this, if you have 22 torpedo,s your garunteed 22 sunken ships. After awhile it got old, the game was too easy, and the tonnage highly unrealistc. I honestly felt embarrased for ever having posted a single "looky what i did" post having autoTDC enabled at the time.. It was my primary reason for shifting to manual targeting. |
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#6 |
Mr. Bad Wolf
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Someone, not me, has investigated GWX zones.cfg file to put back this feature without altering the damage model of the ships or torpedo strength!
I haven't seen him posting this mod here, but he did at ubi forum...
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#7 | |
Grey Wolf
![]() Join Date: Nov 2005
Location: Mar del Plata, Argentina
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ie : [2DCompartments] UnitPos=75,6,366,22 NbOfComp=6 Name1=Propulsion Area1=79,5,29,20 Name2=Keel Area2=151,1,200,11 Name3=Fore Ammo Bunker Area3=346,13,16,16, Name4=Aft Ammo Bunker Area4=149,13,16,16 Name5=Engines Room Area5=233,13,62,16 Name6=Fuel Bunkers Area6=297,13,26,16 Ref |
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#8 | ||
Ace of the Deep
![]() Join Date: Sep 2002
Location: Austria
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#9 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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@ Viper
Possibly Maybe the torpedo charge was weak on that fish Quote:
http://www.mikekemble.com/ww2/walker.html |
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