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Old 02-09-07, 06:26 PM   #1
Skybird
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Default Torp speeds

Bear with me, this probably got asked before, but I am late, you see, and got DW not before today noon. Search-button gave me plenty of thread pages, but I did not find what I was looking for. Only the latest partch, no mods. Need more time to work myself into LWAmi, amd wait for 3.61

I lived by the impression that when I fire Torpedos (Mk48, 688i, in this case), and set them to a lower speed (25 kn) to sneak towards their attack positions from where they should go active, that once they reach that position (activation range reached), they start to use their sensors and search for targets (in this case, active sonar/pinging preset). Once they locked onto something, they should accelerate to maximum speed 55 kn and go chasing for it.

Have I got that correct? But I have played a mission three times now, and fired multiple torpedoes that way, presets: "snapshot, depth 150-200 ft, active sonar, activation range 16K-20k yards, initial speed 25 kn". They lock onto targets indeed - but they chase for them at 25 knots, they do not accelerate.

This confuses me. I have a nice firing solution, and good timing, the fishes start locking on almost the same second when they go active, it should be almost perfect shots, no escape. Maybe I have forgotten something vital since the days of SC, or I have overlooked something in the manual? The targets turn, escape at 29-32 kn, and the topedoes go for decoys or for the targets - but always at 25 kn. Some setting I choose must be wrong!?
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Old 02-09-07, 06:34 PM   #2
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Quote:
Originally Posted by Skybird
Bear with me, this probably got asked before, but I am late, you see, and got DW not before today noon. Search-button gave me plenty of thread pages, but I did not find what I was looking for. Only the latest partch, no mods. Need more time to work myself into LWAmi, amd wait for 3.61

I lived by the impression that when I fire Torpedos (Mk48, 688i, in this case), and set them to a lower speed (25 kn) to sneak towards their attack positions from where they should go active, that once they reach that position (activation range reached), they start to use their sensors and search for targets (in this case, active sonar/pinging preset). Once they locked onto something, they should accelerate to maximum speed 55 kn and go chasing for it.

Have I got that correct? But I have played a mission three times now, and fired multiple torpedoes that way, presets: "snapshot, depth 150-200 ft, active sonar, activation range 16K-20k yards, initial speed 25 kn". They lock onto targets indeed - but they chase for them at 25 knots, they do not accelerate.

This confuses me. I have a nice firing solution, and good timing, the fishes start locking on almost the same second when they go active, it should be almost perfect shots, no escape. Maybe I have forgotten something vital since the days of SC, or I have overlooked something in the manual? The targets turn, escape at 29-32 kn, and the topedoes go for decoys or for the targets - but always at 25 kn. Some setting I choose must be wrong!?
I remember that from subcommand, but I don't think that's the case in DW.
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Old 02-09-07, 06:40 PM   #3
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Please tell me that is not true!

Is that realistic?

But torpedoes at lower speed setting are recognized by the AI to be running with lower sound levels, yes? So that enemy is becoming aware of them later, when they are closer?

Has the LWAmi mod dealt with this, maybe? I am not that far yet.
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Old 02-09-07, 07:32 PM   #4
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LW/Ami 4.x does, at least for wireguided torps. Searching for the documentation for the others would be a bitch though, so I won't check.

The 3.5+ series doesn't have this... but I'll ask if it can be done, because I think it matters a lot now.
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Old 02-09-07, 07:49 PM   #5
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LWAmi 4.x...? 'Where? The latest version I can find is 3.6, with 3.61 announced...!? I have the readme from 3.5, I think, and I am not sure if it describes only 3.x features (it goes back to 3.1), or all previous versions as well. Are the readmes for LWAmi 1, 2 to be found anywhere?

Man, after my revitalised enthusiams of the last days that torpedo thing helped me a lot to get my feet back onto the ground again. Hope there are no more surprises like this. Almost a dozen perfectly timed shots - and all outraced, and doing the chase uselessly. That's some frustration experiences too much for one day...

Is it done in reality: always to fire the torpedoes at high speed from the beginning, and not alter speed after lockon? I cannot imagine that, tactically it makes no sense to me, quite the opposite - it gives away tactical advantages of keeping the fishes stealthy as long as possible (at least in the SC/DW universe...!?)
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Old 02-09-07, 10:38 PM   #6
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You can get 4.x here: http://www.commanders-academy.com/fo...ead.php?t=7295
It is NOT compatible with 1.04, but if you want to try it out, it should give you an idea of what future mods might look like.

As for the speculation about techniques and whatnot, I'm really not sure. I don't know how stealthy a torp is, and I suspect in many cases the HPA discharge gives it away anyways. What I do know is that a torp's best range does not occur at its top speed, so from that point of view, I definitely agree that it doesn't make sense that a torp doesn't accelerate as much as it can w/o washing out after acquiring a target. Without having that capability, there isn't much reason for us to adjust the speed of our torps.

You can still surprise the hell out of most AIs by firing on the other side of the layer. Sending a torp on the opposite side of a layer and doglegging it also works wonders in denying a snapshot in MP.
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