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#1 | ||
Engineer
![]() Join Date: Mar 2009
Location: Ontario, Canada
Posts: 216
Downloads: 12
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#2 |
Sparky
![]() Join Date: Mar 2006
Location: UK
Posts: 150
Downloads: 57
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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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#3 |
Torpedoman
![]() Join Date: Dec 2008
Location: CC, Texas
Posts: 114
Downloads: 20
Uploads: 0
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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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#4 |
Seasoned Skipper
![]() Join Date: Apr 2008
Posts: 732
Downloads: 89
Uploads: 0
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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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And when an 800-ton Uboat has you by the tits... you listen! |
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#5 | |
Torpedoman
![]() Join Date: Dec 2008
Location: CC, Texas
Posts: 114
Downloads: 20
Uploads: 0
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#6 |
Seasoned Skipper
![]() Join Date: Apr 2008
Posts: 732
Downloads: 89
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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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And when an 800-ton Uboat has you by the tits... you listen! |
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#7 |
Grey Wolf
![]() Join Date: May 2006
Location: BA8758, or FN33eh for my fellow hams.
Posts: 833
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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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