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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Eternal Patrol
![]() Join Date: Dec 2006
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Help yourself to the screenie anytime, and true what you said platapus
but I will go further, the first time and the first succesful clean get away are the two that make our hearts beat for the game. MM ![]() |
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#17 |
Grey Wolf
![]() Join Date: Apr 2011
Location: Curitiba, Brazil
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#18 | |
Eternal Patrol
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Consider the timing between first hit and last ![]() |
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#19 |
Grey Wolf
![]() Join Date: Sep 2009
Location: Egypt
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martin, thats the best salvo I've seen so far. PLEASE do a tutorial on how you did it. a video about alignment, firing timing, and orientation to path would be in order.
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#20 |
Admiral
![]() Join Date: Sep 2009
Location: in a neighborhood near you
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Yes that was a nice shot, well I didn't do it in SH4 but in 2, sub vs sub used sound, got the track, set gyros to zero waited till it sounded like it was crossing the bow gave in 10 degrees lead and fired, in all the excitement I don't know if I fired 1 or 4, oh that's another story but I got the sub. I notice in SH4, that if you are within 800 yards set gyros to 0 ship speed to 0 and 10 degrees lead fire 3 shots, normally get a couple of hits. Heck the TDC would put torps on target if data input is correct with minimal scope observations.
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#21 |
Eternal Patrol
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Hmmm a tutorial, well I learned it from Wernersobe's videos.
the only really spectacular things about this shot are distance and simultaneity. Now firing all ten in sequence most can manage I am sure. the rest really executes more like a lab shot than a war shot. basically get way out in front of the formation, accurately predict the enemy track with precision, lay off the appropriate number of kilometers perpendicular from the track. achieve perfect station keeping (none movement) at peridepth. this reduces your probability of errors by 50% basically beam on at 90 degrees to target point for a full spread. mark out a circle denoting max torpedo range, mark enemy track through circle. refine speed and ship ID. open all tubes when ship crosses intersection of circle and track Lock PK set to correct range as denoted by the circle track intersection. and commence to shootin. after all tubes are closed Book directly perpendicular away from enemy track for a few minutes building momentum because the formation cant hear medium performance at this range. go quiet Boom. simple ![]() (look closely at first screenie for details, all the info on how is in the screenie sequence) (what it all comes down to is accurate PK info and lock) Last edited by Mush Martin; 05-29-11 at 07:28 AM. |
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#22 |
Swabbie
![]() Join Date: Apr 2011
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Set the range to maximum and send it to the TDC (move the compass thingy around until it's at the highest number).
Your torpedo solution should show up on the attack map now.
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