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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Watch
![]() Join Date: Oct 2015
Location: Poland
Posts: 20
Downloads: 10
Uploads: 0
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![]() Quote:
Auto detection should work. Hit 'space' button while hovering the target and XO will follow it around and then hit 'X' to lock it down if you want. Then to identify target use gunner officer (3rd one from the left) -->'Torpedo attack' --> 'Identify target' |
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#2 |
Grey Wolf
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I would say forego the recognition manual all together. See posts 146 through 150 at the link below. Simply matching course and speed on the surface can get you great results if you take the time. Plus you know you’ll be using historical methods.
![]() https://www.subsim.com/radioroom/sho...239796&page=10
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Ask me anything about the Type VII or IX! One-Stop Targeting Shop: https://drive.google.com/drive/folde...WwBt-1vjW28JbO My YT Channel: https://www.youtube.com/channel/UCIJ...9FXbD3S2kgwdPQ |
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#3 | |
Swabbie
![]() Join Date: Aug 2014
Location: UK
Posts: 10
Downloads: 45
Uploads: 0
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I just finished a dry run of the stock game, no mods. The only realism options I had disabled were map spotting and 1 other I forget the name of Had a lot of fun! The stock game has a ID filter similar to Wolfpack where you can filter by stack type, superstructure, shape of the nose, etc. I found it very easy to ID targets using this. I shot all but 2 torpedoes, only 2 misses. Unfortunately for me I didn't decide to salvo, so even though I got several good hits and disabled several merchant ships, they didn't sink. I managed to evade the escorts and use the deck gun to finish off 1 ship, then I had to go to work. Was fun. I'll look into modding the game tonight. |
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#4 |
Watch
![]() Join Date: Oct 2015
Location: Poland
Posts: 20
Downloads: 10
Uploads: 0
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There must be manual in there, probably draggable button is hidden somewhere on the edge of your screen (its left side for me) and you didnt notice
![]() (it does have the filters you described) ![]() and you get this by dragging it out ![]() ![]() |
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#5 |
Swabbie
![]() Join Date: Aug 2014
Location: UK
Posts: 10
Downloads: 45
Uploads: 0
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Ah damn. Yeah I never saw that. Okay. I'll give TWoS another go then lol
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#6 |
Swabbie
![]() Join Date: Aug 2014
Location: UK
Posts: 10
Downloads: 45
Uploads: 0
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Okay, looking good!
So I realised I did something stupid the last time I installed TWoS, I installed the full mod, then the update, which I now realise isn't needed, as the full mod comes fully updated anyway, whoops. Found the ID book that was mentioned, very good! Love the 45 and 0 angle pictures, definitely helps with IDing targets. Did some practice on historical missions, my torps were on target but seemed to miss anyway? I was thinking I may have set the depth too deep, but double checking that definitely disproved that idea, I usually keep about 0.5m above the bottom of the ship to ensure a low but good hit. I read somewhere that torps can deflect off the bottom of a ship and not explode when on impact mode, is that true? Magnetic detonation is also not reliable either right? The auto ID works now, but I'm going to use it as a "last resort" measure in case something bugs out (prime example being the ID book refusing to open when i have it set to tankers) Does TWoS work reliably in multiplayer? Thanks everyone for getting me back in the hot seat ![]() ![]() |
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#7 |
Watch
![]() Join Date: Oct 2015
Location: Poland
Posts: 20
Downloads: 10
Uploads: 0
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When in doubt, use external camera (F2), it can speed up the learning process
![]() If a torp is dud, you get information about it in the message box, as well as about premature explosions. Last edited by n0mjaS; 04-26-20 at 06:34 AM. |
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#8 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
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I also reinstalled SH5 recently. TWOS is the way to go. Easy to instal and has a good mix of the best mods.
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