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![]() Join Date: Sep 2010
Location: All around occident
Posts: 28
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Ok, I think we need some more info from our friend Down 'cause this thread is going sideways. It is also a subject I love to debate.
Personaly I managed to learn how to avoid Ducimus' escorts just by reading page 40 to 45 of TMO_20.pdf manual (and a lot of reading in this forum). If you want more explanation about the last paragraph "So what the hell do i do if i have multiple escorts camping out up top?" then Bubblehead1980 is being very useful here. I found those threads very useful as well. You'll find various opinions, as various as there is attack situations: Quote:
Anyway, if you can hit a target moving at more than 20 knots from a distance 4,500 yds, you definitely don't need advice on the attack technique. I'm totally unable to do that range with constant bearing. I agree with Armistead when he said that fixed attack method is dangerous. It is dangerous especially when you are stubborn to stick to only one attack method. Most probably sticking to constant bearing technique IS the reason why you fail and reload your game endlessly. Are you ending up too close (closer than 2500 yds) to a DD if the main line is at 4500 yds and the flank escort is around 2500 yds in between? Are you making too much noise trying to catch up or keep your constant bearing? Don't let the escorts get closer than 2500 yds and stop even making noise by breathing when they are that close. Even the repair crew have to be disabled. Quote:
If you are not in a good position to attack then Armistead technique to lure the DDs away is a good approach, although I never manage to do this one succesfully against a task force. Making them believe you are somewhere else is a potential approach but you need enough distance to disappear and not too much distance to catch up with the target... More maths on the map. Let me quote our guru RR on this one: "Once you're detected, the hunt for merchies is over and you're engaged in evasion of escorts. In the meantime, the merchies will get away. So rule #1: don't be detected." Even more true with a task force, you have one pass and you are lucky if you can make a second pass to finish the damaged ships. Sometimes you have to accept your position is too crappy and let go the attack. Try to figure out where they are going or if they are coming back, ambush them in a strait or next to their destination port or just curse the engineers that gave you so lousy diesels. If you don't want to let it go then find what gets you detected or cowboy your way around the DDs to spray and pray. Quote:
If you want to know more about the AI, search by user for Ducimus in this forum. I believe you know he's the AI scientist here and I got most of my info by searching his posts. You can avoid any depth charge attack by being deep, evasive and at flank speed. There is no reason run silent if you hear depth charges getting wet. Remember also that the depth is set before launch so changing depth can save your ass as well. I spent a lot of time in the slot during 1942 pissing off the 6 to 12 DD convoys by shelling them and then practice evasion. 'Died a lot of times but it was worth it. Quote:
My first guess trying to figure out your situation is: They know you're here already, get as close/fast as you can to take your shot. The attack method really depends on your position and how much borrowed time you have. I don't have any mod installed making the solution faster than what's in the game and TMO already BUT, I've been practicing all attack methods so I can switch quickly depending on the situation. I also prioritize on gathering plot info a.s.a.p. They are most probably zigzagging already so forget about constant bearing or PK. More possibility of error means you need a more error tolerant method. I would go for Cromwell or O'kane but once again I don't know your position. One thing that doesn't change: Closer is better The speed and angle on bow will have to be an average on their true bearing. The best is to have their true bearing marked before they start zigging. Otherwise you have to make an assesment of their zigs: You can make an assesment by using periscope up/map while taking their speed. You simply mark for the speed 3 minutes on the true bearing line ignoring the zigs. AoB is also taken from the relative true bearing. While the chrono is ticking you have enough time to figure out how wide is a zig and how much time they take to complete one. Once your solution is set the attack map will tell you how much time it will take for your torpedo to get there. Try to time your shot so the torpedo will hit when the target AoB is the closest to 90 degrees. It's obvious that spreading the shots are also maximizing your chance in this case. ![]() ![]() -----------TF attacks:
http://www.subsim.com/radioroom/showthread.php?t=177317 Hope this was somehow helpful. ![]()
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"My fellow Americans, I am pleased to tell you today that I've signed legislation which outlaws Russia forever. The bombing begins in five minutes." - Ronald Reagan - Some help finding big battles using RSRDC: Combined Fleet and Pacific War Animated Last edited by ZigmundFreund; 11-27-10 at 03:53 AM. Reason: more info spotted |
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