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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: Sep 2008
Location: Southeastern USA
Posts: 546
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I have read much here about it but shouldn't a light come on when you have a firing solution?
I'll keep at it, I am doing something wrong, playing the stock version, no mods. |
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#2 |
Sea Lord
![]() Join Date: Sep 2007
Location: Reno Nevada USA
Posts: 1,860
Downloads: 85
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Nope no light.
If you're using auto targeting there is a little triangle that shows in the scope, Red = no solution, yellow = not so hot and green = good time to fire. Manual targeting, the attack map will show the solution if you have the PK on. The white X is the torpedo impact point, should be on and stay on the target. Magic
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Reported lost 11 Feb. 1942 Signature by depthtok33l |
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#3 |
Captain
![]() Join Date: Sep 2008
Location: Southeastern USA
Posts: 546
Downloads: 1
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I thank you. I use manual so I will go to the attack map.
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#4 |
Grey Wolf
![]() Join Date: Apr 2011
Location: Curitiba, Brazil
Posts: 938
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You don't have to expect a light saying "you're ok to fire now!". As soon as have the following checked, torpedo is ready to fire and will continue to be ready as time progresses:
1 - scope is locked on target 2 - Position Keeper is on 3 - a distance has been inputed 4 - an AOB has been inputed 5 - a speed has been inputed With this done, firing solution will constantly be calculated and updated. Now, it's a different thing to say that the firing solution will be CORRECT. ![]() The greater the error inputing data, the greater the error in the firing solution. This is why some odd-firing situations (like being ahead or behind the target, or any other odd angle, or being too far from it, or firing at targets traveling in high speed) tend to compromise the firing solution. |
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