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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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"The game's mechanics are not ideal"
If you're aiming for the understatement of the year award you got my vote! ![]() |
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#2 |
Swabbie
![]() Join Date: Apr 2015
Posts: 14
Downloads: 14
Uploads: 0
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Maybe it's because I'm running the stock game, but I've never found my torpedoes being spotted to be a huge issue. Usually it only happens if my presence is known (attacking another ship or being spotted) or a torpedo passes in front of someone (where you would actually expect it to be spotted quite easily). Then again, my standard engagement range is around 1500m with a ceiling of 2500m if I don't know their exact speed ahead of time.
Last edited by SquareCanine; 04-10-15 at 12:21 PM. |
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#3 | ||
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() Quote:
Quote:
I didn't notice this issue either, until I was doing some careful testing in the course of testing a new manual targeting method. As I was running a mission with map contacts, and observing zoomed in close, it was obvious that the merchants were evading the torpedoes. |
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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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While testing my mod GONE ASIATIC;
http://www.subsim.com/radioroom/down...o=file&id=4358 First ship encountered is a KONGO, then a squadron with a heavy cruiser and two light cruisers coming into Manila Bay near Corregidor. After sinking the BB and CA there's a carrier escorted by a destroyer and light cruiser coming up the southeast shore, requiring either a submerged sprint or a long range shot. Fire a single torpedo at long range and it misses practically every time, go to external view and you can watch the CV (or see the wake) doing a short S turn, which at long range is all it takes to miss. At short ranges (500-1500 yards) aiming at MOT the S turn just changes the impact point further forward. The psychic powers of the AI often bugs me too, in situations where they shouldn't see the wake or detect my sub they sometimes do, other situations I've had sub chasers cruise right past me with the periscope sticking up, closer than 500 yards in broad sunny daylight and they see/hear nothing. High speed at decks awash even at night throws up spray that should be visible for miles, but the game don't seem to take that into account either. |
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#5 |
Loader
![]() Join Date: Jul 2011
Posts: 88
Downloads: 56
Uploads: 0
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Same thing here - in the interests of reality in night surface attacks, with my decreasing range comes decreased speed to lessen spray effect from hull & sail. At my ranges I'm exposing my boat to return fire from the target, if it's an armed merchantman, so I will submerge at night if it is below a certain range to target. The only way I'll stay up at 1,500 yds range at night is if there's a ground fog or heavy rain, and even then I'm at low speed. Even then it's problematical whether the target will see you. Also - the shooting of those merchant ship gun crews is phenomenal - they get on target so quickly even if you're employing evasive tactics, on a par with escort shooting - just by gosh beyond the law of probability.
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