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06-30-09, 02:09 PM | #16 | |||||||
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What you've just described works perfect for automatic torpeding! But in "manual mode" - which is quite suitable for DDs - it works against player plans! Because DDs often have not more than one chance to fire - and if computer begins to switch targets or not to launch torpedoes according to "predicted circumstances" - I don't even know what I'm doing here Quote:
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06-30-09, 05:00 PM | #17 | ||||
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It's pretty easy to figure where the predicted impact point is. Just draw an imaginary line straight ahead from the target and another out from your ship to cross the 1st line. Then mentally adjust the crossing point forward and backwards along the target's line until the line from your ship to the crossing point is about twice as long as from the target to the crossing point. This isn't exactly right, but it's close enough to work reliably. Quote:
If you follow the procedure above, visualizing the lines from the target and your ship to where they cross, you shouldn't have much problem getting into a good launch position. It's actually way easier in DG than in Jutland, because torpedo range is so short everything fits on your screen easily. And your ship DOESN'T do something it thinks is better than what you want it to do. It's trying to carry out your orders to fire torpedoes. If you tell it to launch at a specific target it tries hard to do so, but if that's impossible, it may then try to launch at something else. IOW, if your ship changes to a different target than the one you gave it, it's because you gave it an impossible order. And that's your fault for putting your ship in the wrong place to attack the desired target. To avoid this problem, visualize the launch parameters better. Quote:
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07-01-09, 01:45 PM | #18 | |||
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What you say is to complex for me As I suppose there is not a great task to compute a targeting point (a point at which torpedos should be targeted): where: d1 - distance between DD and target d2 - distance which target should pass for the time before impact s1 - speed of target s2 - speed of torpedo (if DD is not on traverse of target it's a bit different but also not too complex) As you can see for example - if d1=300m and target speed is about 10 knots - the distance from DD to target point should be ( d2^2+d1^2 ) ^ 0.5 ~ 350m Maybe I'm not a mathematician - but I see no difficulties to fire in that situation and torpedo to hit - althouth target won't change it's course which is not quite important in such situation... I don't understand what is so impossible here for DD to carry out my order |
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07-01-09, 05:37 PM | #19 | |||
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This is because the impact point is outside of their tubes' firing arcs. Almost all DDs' tubes have 90^ arcs on each side of the ship, centered on their beams. IOW, the impact point can be no more than 45^ ahead of or abaft their beams. Thus, to get the DD to lauch torpedoes, you should turn the DD to port, so that the impact point is within the arcs of its broadside tubes.
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07-01-09, 07:26 PM | #20 | ||
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Well... Don't you think it's a little bit tricky to target DD at the imaginary point which is not quite easy to locate? Hm. But maybe this requires a little guide to novices... I think it would be great if you could include such example (without "ugly formula" of course in the game manual, wouldn't it? By the way! About the manual. I suggest the manual for 1.5 is not quite up to date When should we expect an updated version? |
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07-01-09, 09:11 PM | #21 | |
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It's better to attack head-on instead of overtaking from astern. Not only is the geometry better, but you're less exposed to fire.
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You can also practice. Set up a scenario with the edtior with some target ships and DDs approaching from both sides. Play it on both sides and never give any orders to the targets so they don't shoot back. Use this to practice making approaches to launch positions.
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07-02-09, 06:59 AM | #22 |
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But what about question concerning manual update? And including a short example of what we were discussed here in there?
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