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Old 03-13-09, 10:05 AM   #1
Sharkley
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Quote:
Originally Posted by Puster Bill
Quote:
Originally Posted by Karl von Muller
I have been ignoring the triangle for the reason that its position does not seem to vary for different ship types. For example a tanker's engines and fuel are aft, but a large freighter's are amidships. The triangle does not seem to care.

How does one "get rid of it"? Switch to manual targeting?
Yes.

When you go to full manual targeting, it will disappear.

You could also try manual targeting with WO assistance, I think it disappears then also (but I'm not sure).
I would love to see more detail on this from those who have tried it. I want to be as "real" as possible but still have a crew that "works" I am not at the stage yet where I want to go full manual but I want to feel the next step of realism soon..
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Old 03-13-09, 01:56 PM   #2
Henry Wood
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About the green triangle - I always understood it to be a guide as to how succesful your shot was likely to be and if not locked you could aim your shot using the crosshairs in the attack scope. I used to use it like that when starting out, no lock on the target and when the triangle turned green it meant I was just about certain of a succesful hit, then I'd move the crosshairs to the engine room, bow, midships or where I wanted the torpedo to strike. It always seemed to work.
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Old 03-13-09, 03:54 PM   #3
Threesixtyci
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The three times I tried shots underneath the keel, relying on magnitics. All 3 times the torpedo sailed right under the targeted ship and just kept on going....
I guess, under keel shots just don't work when you are perpendicular, or near perpendicular, to the target....

Anyway... it's caused me to not even attempt setting torps to run below drafts, anymore.


Cool pic though... too bad, SH3 doesn't simulate bending metal. Would have been cool to see it break in half with that much stress.
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Old 03-13-09, 07:10 PM   #4
Bosje
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yes, magnetic pistol can easily fail to explode if the torpedo runs at 90 degrees under a slender hull, which is why you will want to learn the various tactics at your disposal. magnetic is great when you are forced to shoot at, say, 30 degrees AOB. because the torpedo will spend a lot more time underneath the hull.

'critical' points besides the already mentioned engine room are: masts (specially forward) and guns. i sometimes get the huge secondary explosions and sinking because i got a torpedo in the ammo bunker for some gun (once took out an auxiliary cruiser with one impact shot right under her fore gun platforms. it made my graphics card go all laggy

WO assistance is a good way to upgrade your realism, you can start doing the calculations and 'check' them against your officer's solution

good luck
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Old 03-14-09, 02:40 AM   #5
Threesixtyci
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Quote:
Originally Posted by Bosje
WO assistance is a good way to upgrade your realism, you can start doing the calculations and 'check' them against your officer's solution
However.... you'll likely fall into that trap of not checking how close you were to the solution, because you'll likely quit trying to remember how close your calculations are from the AI's.
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Old 03-14-09, 05:28 AM   #6
Bosje
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lol true
i remember not having nearly enough time to do any cross checking back when i tried to learn it. the best advice i can give you is to just master the art of fast 90
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Old 03-14-09, 06:51 AM   #7
Puster Bill
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Fast 90 is fine, I use it whenever possible.

However, it isn't always possible.

My advice is to go to hitman's Kriegsmarine Whiz-Wheel thread
(here: http://www.subsim.com/radioroom/showthread.php?t=114351 ) and build one for yourself. It's pretty easy: You simply print out the three wheels, and pin them together:



If you want to get fancy, you can make the reverse side also.

Then download klh's instructions for how to use it, found in this thread: http://www.subsim.com/radioroom/showthread.php?t=126824

With a little practice, it's pretty intuitive to use and it helps you become deadly accurate.
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