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#1 |
The Old Man
![]() Join Date: Aug 2006
Location: Yonkers, NY U.S.A.
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This video may help:
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#2 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
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Good video.
![]() I keep forgetting to mention, one type of mod that's a must have (unless you're already running a mod that includes it) is one of the ship acceleration physics mods. In the stock game a freighter chugging along at six knots sees a wake, lights the afterburners and peals out like a hot rod on a drag strip. It's especially aggravating if you're playing an Asiatic campaign because you're bound to run across those floating fiascos that have half a dozen tiny troopships escorted by a bunch of crazy destroyers and 3 cruisers. They start out in a perfect formation and a few miles later the cans are zipping in and out of the columns causing the troopships to scatter hither and yon, and at each waypoint they seem unable to figure out which way the next one is and mill about at 1 knot in various directions then suddenly speeding up to go in circles at 20+ knots for a while, then stopping or slowing to 1 knot again. It's like trying to shoot torpedoes at a cluster of waterbugs even with the physics acceleration mod, without it you're just wasting time and torpedoes. |
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#3 |
Loader
![]() Join Date: Jul 2011
Posts: 88
Downloads: 56
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I'm afraid I cheat and use the auto-TDC method - math never was my strong point. What has seemed to work for me is to whenever possible never shoot more than 1000 yds away from target. As previously stated, this should give the captain on the target ship just enough time to spot the wake at the last second and give a call over the 1MC for everybody to jump up off the deck plates at the same time to keep from having their ankles broken - then make a fast break for the boat deck.
What takes rather complex figuring is trying to time the torpedo impacts for two separate targets at different ranges to occur within 5 or 10 seconds of each other. This keeps one target from applying evasive tactics after seeing their buddy get hammered. Can someone give us the speed in fps for a Mk 14 and Mk 18 torpedo, Mk 14 speed setting "high"? |
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#4 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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When you think you're close enough, get closer!
![]() ![]() As for speed, Mark 14 on high does 46 knots. Nautical mile is 6080 feet, 46 x 6080 = 279,680 feet per hour. Divide by 3, 93,267 yards per hour. Divide by 60, 1554 yards per minute. Round it off to 1500 yards in a minute, general thumb rule figure 20 seconds for each 500 yards. 1000 yards in 40 seconds, 1500 yards = 1 minute, 2000 yards = 1 minute 20 seconds, 2500 yards = 1 minute 40 seconds, 3000 yards = 2 minutes. Rounding off means the impact times are off by a few seconds, but if you're shooting at one target 2000 yards away and another 1000 yards away, wait 40 seconds between shots and both should impact within a few seconds. EDIT: Missed the Mark 18 part of the question - speed is 29 knots, using the same math I did for the 14 see if you can calculate it. |
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#5 |
Swabbie
![]() Join Date: Apr 2015
Posts: 14
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The torpedo map will give you the time to impact for whatever shot you have ready (that may depend on map contacts being on?).
The best I've done recently was 4 torpedoes on two targets (Sargo). I open up all the tubes I am going to use and set speed, detonator, and depth (gyro seems to be constant, not tied to the tube like other settings). Plan out the gyro I am going to use for each shot ahead of time, and wait for the lead ship to be about dead ahead for an easy AOB calculation. Fire at the rear target first with slow torpedoes, then the lead ship with fast ones. From around 1.3km out, the timing was within around 10 seconds (which is a little less time than I spent setting up the second shot). I can't think of a way I'd rather do it. It's a little tense if subsequent shots need to be made quickly, but it's also really rewarding when it all comes together nicely. |
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#6 |
Loader
![]() Join Date: Jul 2011
Posts: 88
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Thanks Sniper 297! Excellent info.
I use a variation of that rule re: Mk 18s v. Mk 14s. As recommended, the 18s are launched against the targets farther away on the theory they are supposedly wakeless and, since they will be in transit longer, this will cut down on the likelihood they will be spotted en route. The second half of the double- or triple-whammy consists of the Mk 14s that are fired at the closer target(s). The trick when doing this is to carefully watch the angle on the bow for each target; if you are shooting at more than two ships you're almost certain to have to "twist ship" between the first and second shots, or the second and third. It will cut down on the available time to settle on your course before firing the last torpedo(es). Attention to detail is critical. Last edited by SSI01; 04-09-15 at 05:17 PM. |
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#7 |
Gefallen Engel U-666
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SquareCanine!
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__________________
"Only two things are infinite; The Universe and human squirrelyness?!! |
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