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Old 04-16-09, 05:41 AM   #2
Synthfg
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Join Date: Mar 2009
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Firstly Torpedo's do a variable amount of damage depending on where they hit the ship, what type of ship they hit and what type of explosion you use (Impact into the Hull or Magnetic Underneath)

Generally a magnetic shot does more damage than an impactor, however if you can get an impactor into the engine room (usually directly below the funnel) or into the magazine (usually directly below the guns) you'll get a kill.

If you have hit your target, monitor it's speed for a few mins, if it slows to 0 then it is usually an indication of a fatal hit (note that a magnetic explosion under the props can slow a ship to 0 without killing it) Also watch the waterline on the ship, if you have killed it it will begin to settle deeper and deeper

FOr Hydrophone contacts, if you zoom in on the map you will see a black line that indicates signal strength, direction and approximate range, mark this on your chart, surface and head in that direction for 10/15 mins, if you don't spot your target dive to perescope depth and try to reaquire the hydrophone target, the difference between the new contact and the innitial line should give you an approximation of target speed abd direction of travel, plot an intercept, surface and travel at top speed for another 10/15 mins, if you still don't spot dive and repeat the last steps

Time compression makes the game run faster, however contacts may be missed the step between 128 and 256 appears to be the biggest for this, if you can stand it try running at 128 when cruising (note that this will make atlantic crossings last an age)
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