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#1 |
Soundman
![]() Join Date: May 2005
Location: lyon, france
Posts: 144
Downloads: 53
Uploads: 0
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During this time you will identify the ship and set your torpedo. Go to the torpedo room, set to magnetic trigger (never impact because it will bounce against the hull) 1m below keel depth, switch to manual input, check in your crew screen that a weapon officer is ok and open tube door.
![]() Go back to periscop view ![]() After light changes ![]() Ready to shoot ![]() As you are now in the column be careful about what should come behind you ![]() Close call... ![]() ![]() Torpedo impact! The advantage of this method is that when you shoot your torpedo, enemy vessel is in visual range and as he is moving away your torpedo will need extra time before join it. This means you can shot at 250-300m only. I use T2 torpedo running at 30kn, if my target is 10kn when the torpedo runs 300m the boat runs 100m so the torp has a 400m (minimum) course and will explose. I know magnetic triggers can detonate prematurely in heavy seas but it happens very rarely to me So now you got a empire freighter in front of us, pb is that it will zigzag but in the meantime it will give a larger target ![]() It's going starboard Instead of a 0° shot i will aim the bow of the ship to ensure a hit. Go to torpedo room, change the bearing to 4°, keep the AOB at 0, open tube door as usual ![]() Fire your torp ![]() Now escorts will try to catch you. Put a mark on the map ![]() And get away depth 190m, course north, silent running. Damaged ships in rough weather easily sink, just wait for it... ![]() One ship is sinking! Escorts have not detected us so far ![]() Both are sunk, attack successful! ![]() Who's the boss now? ![]() ![]() GWX 3.0, 100% no map contact update, did
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#2 |
Samurai Navy
![]() Join Date: Feb 2008
Location: In an octopus's garden
Posts: 565
Downloads: 99
Uploads: 0
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Very good Sir! As a fellow 100% DID player I'll definitely study this method further. Thanks for sharing
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