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#1 | |
Chief of the Boat
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http://www.filefront.com/13792872/shipchart.pdf Green = Propulsion Purple = Magazine Yellow = Machinery Red = Fuel Blue = Keel/Bunker IIRC ![]() |
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#2 |
Fleet Admiral
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As a general rule, I want to use one torpedo detonation per 6-8,000 tons.
But in order to get a torpedo detonation, I may have to launch more than one torpedo to compensate for the dud rate. Then I have to factor in how many torpedoes I need to launch to get the right number of torpedo hits. Torpedoes do miss either due to my error (90%) or other causes (10%). ![]() Depending on the circumstance and the firing solution, I may need to launch three torpedoes in order to make sure I get the intended one torpedo detonation. This, I feel, is a realistic strategy that I believe Kaluens had to deal with in real life. Now if you are playing with no duds and auto targeting, this won't apply to your game play.
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#3 |
Torpedoman
![]() Join Date: Jul 2008
Location: Scotland
Posts: 116
Downloads: 170
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Maybe I'm too cautious but anything other than a tiddler gets 2 torps,but score a dud and a miss and it's surface for gunnery practice (weather permitting) usually to slow the target down or stop him and a torp to finish him off.
In a large convoy I might just aim to slow the targets down with 1 torp apiece right below the stack in the hope they'll fall behind and be easy pickings,though any juicy targets will get 2 to try and take them out. Dontcha just love it ? You can setup the perfect shot,all the calculations have been made,position's good,he's right in the scope,LOS..... Oooooh the waiting,and then....clunk ![]() Gotta love this game ![]() Kremmen |
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#4 | |
Kaiser Bill's batman
Join Date: May 2010
Location: AN72
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#5 | |
Captain
![]() Join Date: Mar 2008
Posts: 547
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#6 | |
Chief of the Boat
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#7 | |
Ocean Warrior
![]() Join Date: Nov 2008
Location: Auburn, Alabama
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#8 | |
Nub
![]() Join Date: Jul 2010
Posts: 3
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![]() Can you re-upload this please? Thanks! |
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#9 |
Ace of the Deep
![]() Join Date: Sep 2002
Location: Oregon
Posts: 1,012
Downloads: 102
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One thing I have discovered using the MFM Mod(with GWX) is that these ships are harder to bring down. I have to use two where normally one would do the job.
This may be due to the fact that I'm still early in the war when the torps are running 6.5 meters deeper than they are set for....which causes me to set running depth to 0 or risk undershooting. I was playing MFM on 1.4b and there I could set the dephts to match the keel depth found in the Rec. manual. MFM ships were easier to sink in that senario. Just something to watch for if you decide to used the MFM mod.
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#10 | |
Sea Lord
![]() Join Date: Apr 2007
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#11 |
Swabbie
![]() Join Date: Jun 2010
Location: Melbourne, Australia
Posts: 12
Downloads: 25
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#12 | |
Chief of the Boat
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http://www.filefront.com/17142914/shipchart.pdf/ |
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#13 |
Watch
![]() Join Date: Jan 2010
Posts: 23
Downloads: 70
Uploads: 2
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Does GWX3 model degaussing ?
I once put 7 magnetics under a battleship and only 2 exploded which was not enough for a kill. Slightly frustrating... |
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#14 |
Chief of the Boat
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No, degaussingis not modelled in as far as I am aware.
There are 'sweet' spots than can destroy a BB when hit just once, they are usually the magazines beneath the main armament turrets. |
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#15 | |
Swabbie
![]() Join Date: Jun 2010
Location: Melbourne, Australia
Posts: 12
Downloads: 25
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