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#16 |
XO
![]() Join Date: Jun 2014
Location: Chorrillos, Lima, Peru
Posts: 401
Downloads: 3
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Sad, especially since it was completely avoidable. I guess you learned the hard way to triple check your torpedo settings.
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#17 | |
Samurai Navy
![]() Join Date: Feb 2014
Location: Italy
Posts: 554
Downloads: 82
Uploads: 2
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![]() [Btw, maillemaker, nice AAR! And thank you for the Q-Ship mod link!] |
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#18 |
XO
![]() Join Date: Jun 2014
Location: Chorrillos, Lima, Peru
Posts: 401
Downloads: 3
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Well, I can't really say what that's like because I assume he has better torpedoes than the steam-powered ones I'm working with. As far as I understand his real death came from the airplanes that caught him in shallow water. Certainly he should have set his TDC to speed: 0 before lobbing a few shots to get the destroyer's attention. War is war, and the U-boat job is to sink enemy ships. Personally I aim for ships with large tonnage, but to each his (or her) own. Based on his experience, he calculated that his tactic would work. Since he probably knows better than I do, I assume that it would have worked, had he gotten the targeting computer on board with the plan.
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#19 | |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
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But, as I've said elsewhere, I have learned how to "game the game". I operate within the limits of the game, but I do operate fully to the limits of the game. It's hard enough to beat (I have not made it to the end of the war on 100% realism yet) so I'm ok with that. I have found that the escorts in ST3 are predictable enough that I can, about 90% of the time, take them out at will. If you allow them to detect you, they will charge you. They sill either come straight in, which makes life easy, or, more usually, they will make a zig-zag approach. But they will almost always start pinging you and drive straight in when they reach 400 meters. Your torpedoes need 200-300 meters to arm. If you have IDd the escort and know its draft, and set a mag torpedo, you can usually nail them on their attack run. Even with a steamer set at fast speed they cannot evade. But, you need your stern (or bow) pointed directly at them on firing. And in heavy seas sometimes the ship will dip low and cause a dud impact on the nose. And if you miss, watch out. Generally, if you are running away from them, and thus using your stern tubes, if you miss you can generally, at flank speed, avoid a collision, and if you are lucky you will be close alongside them in their turn so that neither their aft-dropped nor side-launched depth charges can touch you. If you are backing away from them, with your nose pointed at them, it's a lot harder to avoid a collision if you miss. Of course later in the war when hedgehogs appear this tactic no longer works. But by then you should have homing torpedoes. ![]() Most of the time I make a "traditional" attack, in that I slip inside the convoy and fire from within, reloading and attacking until the escorts figure out the deal and then I dive and evade. But if I am detected on approach, I go on the offensive and draw off the escorts and kill them one at a time as they leave the convoy and come after me. The only downside here (aside from missing ![]() Once I get homing torpedoes, though, all bets are off. I use the bug where you can switch from the torpedo load screen to any other screen and back so that I can load as many of any kind of torpedo I want. Then I intentionally draw off the escorts and nail them with homing torpedoes. It's still a bit tricky as sometimes the darn things chase off after someone you are not hoping to hit but generally they work out fine. With a Type XXI and a belly full of homing torpedoes you can wipe out convoys. ![]() Steve Steve |
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