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#1 |
Watch Officer
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Hi guys,
I'm currently having a bash at this sim at 37% realism with GWX 3.0 installed. The way I play is chug along my merry way to my patrol area, and if I get sightings/reports of anything, I take to the deck, wait til I can see him and identify if he's an imminent threat, if so, I dive, if not, I keep chugging away! However, when i want a bit of fun, I try to intercept a random ship, by continually adjusting my heading til i'm on some sort of 'crash' course with the ship, and try to fire a couple of eels his way while he sails past me on my periscope. The year is 1939 and I seldom hit anything. I hear my torpedo explodes but nothing. I've seen the tutorial on getting you're enemy but that seems too complicated. Is there any other way of making sure your torps HIT their target? Thanks again guys. |
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#2 |
The Old Man
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I would suppose they might just be duds, but every single one of them?
If you're using manual, remember that torpedoes aren't light-speed.
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#3 |
Navy Seal
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Try setting your torpedoes to impact before firing and to adjust their depth to no more than 4 meters.
See if that helps the detonation problems |
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#4 | |
Mate
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#5 |
Navy Seal
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Keep your AOA between 60 and 120 degrees, the closer to 90 degrees the better. The torpedo arming distance is about 400M, any closer and you risk having your torpedo bounce off your target.
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#6 | |
Silent Hunter
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Also, have you used the free camera option to see how the torpedos go after you fire and by howmuch they miss? |
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#7 |
Watch Officer
![]() Join Date: Feb 2009
Location: Sat behind my desk at BdU tapping away on my Enigma machine.
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Hi guys, thanks for the replies. The only system I use is that I wait until the boat crosses the 0 degrees point on my periscope, and from approximately 500m I fire the eels. I have set them to a depth of 2.5m, and to blow up on impact. This seems to be useless though.
The tutorial I saw is the one which I think is stickied in this forum. Thanks again. |
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#8 |
The Old Man
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Are you using manual targeting?
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#9 |
Rear Admiral
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Dont forget to open the bow caps before firing
Q on the keyboard |
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#10 | |
Watch Officer
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![]() Could it be because I am using the black and bronze torpedos Thanks |
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#11 | ||
Navy Seal
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#12 |
Watch Officer
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In that case, it is automatic.
The ships type and speed are shown when I look at it with the periscope. It also has a Gyro heading below, what is that for? thank you. |
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#13 |
The Old Man
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Do you open your torpedo tubes?
Use "Q" to do that.
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#14 |
Watch Officer
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I just had a go at pressing Q, and it worked great. I used the TI instead of the TII's. It worked great. I sunk a merchant.
However, I can't get the tubes to close again by pressing Q. One last thing, the radioman always reports a message recieved, but when i ask for messages, he says no messages recieved! How come? |
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#15 | |
Navy Seal
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![]() A gyro heading is the direction the torpedo will travel in to reach the ship you're shooting at. That would be the heading of the torpedo track in the above diagram. Those are the three numbers below the notepad in the game. If you're shooting from the front tubes, you ideally want that number to be between 355 and 005 degrees. That means the gyro angle of the torpedo is small, meaning it doesn't have to turn much once it leaves the torpedo tube. the greater the gyro angle, the lower the success rate of the torpedo attack.
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