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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | ||
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#2 |
Stowaway
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read my signature
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#3 | |
Seaman
![]() Join Date: Aug 2007
Posts: 35
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I may be incorrect, but my reading seems to indicate that selecting a trigger was not as simple as flipping a switch in real life. From what I can recall, all of the torps had the magnetic triggers installed, and that was how they were fired. To disable the magnetic trigger the torpedomen had to take the thing apart and doing so was forbidden by the Navy for quite some time. A few enterprising skippers disabled them anyway and were much more successful with their attacks. They would of course not report that they had disabled them and would have any unused torpedos repaired on the way home. Ironically, their success was actually seen as proof that the magnetic exploders worked since they were afraid to be honest about violating orders. |
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#4 | ||
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#5 | |||
Eternal Patrol
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“Never do anything you can't take back.” —Rocky Russo |
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#6 | |
Seaman
![]() Join Date: Aug 2007
Posts: 35
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I think that pretty much everyone knew that they didn't work right, but some skippers were just more adept at discerning which orders should be followed and which shouldn't. Let's not forget that most of the early war skippers were older, peace-time navy skippers, who had risen to their positions by playing the game. It took a while for the maverick, do whatever it takes-type of skipper to become commonplace. That and at least a certain number of torps worked just fine, which would dissuade some skippers from using non-approved tactics since their buddy so-and-so had just come back from a patrol with a few ships sunk and everything had worked well for him. There was immense pressure on skippers to sink ships. Those that didn't were replaced. Yet there was also immense pressure to operate exactly as ordered. This affects different people differently. |
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#7 |
Machinist's Mate
![]() Join Date: Mar 2005
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Well after reading this all over I understand your guys' comments. But as far as the war date and torpedo settings...I'm playing in November of '43.
And From what AVG said, I guess if anyone would like advice Ill give it out. Its all about not stressing out.
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Sargo Class USS Sargo |
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#8 | |
Seaman
![]() Join Date: Aug 2007
Posts: 35
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The biggest problem for me was AOB. I was getting it pretty close, but my shots were consistently missing either just forward or just aft of the target. Once I changed my method of determining AOB, my shots are all hitting except for duds and when I rush a shot or make a stupid mistake. Previously, I was determining AOB either by my manual plot or by eyeballing it. Once I watched wernersobe's vids, where you determine course and then adjust the AOB wheel until it matches the target heading in the tdc, that problem was resolved. I really wasn't off by much before that, but over time the PK will really be off with even a relatively small AOB error. I was also getting the range wrong by a couple hundred yards...again, not much but enough that over time the PK ends of being off just enough to miss. First I was a victim of the known imperial measurement error with ship heights, but then I was just not being careful enough when using the tool. Some people have said that range doesn't matter at all, but I don't see how this is possible. I was usually right on with speed but again, even a mistake of a knot or two can cause a problem over time or with a long shot. +/- ~200 yards and ~5 degrees AOB when you start the position keeper can ruin the entire shot if you just assume that everything is correct. And the indicated bearing and AOB on the pk is close enough to the target's true bearing and AOB that you don't notice an error a lot of the times. It can look like you've set the shot up perfectly, only to have torps miss the target by several yards |
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#9 |
Weps
![]() Join Date: Jul 2007
Location: Canada
Posts: 361
Downloads: 5
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My approach tactic: Move in at 1/3 throttle at periscope depth then stop at pre-determined distance and fire torpedos.
(I play on 100% realism and still get an incredible hit rate 99% of my torpedos hit their targets what is going on ![]() |
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