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Old 04-22-10, 03:20 PM   #16
Lord_magerius
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There is no such thing a using too many torps If it takes six to take down an intermediate tanker, then use six. Well that's the excuse I use to have my crew home for christmas.
"i'm sorry herr Donitz, but that fishing trawler required 8 eels broadside. I know it seems suspicous, seeing as we've arrived back on christmas eve but that's the truth of it sir"
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Old 04-22-10, 03:24 PM   #17
Immelman
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I play with map contact off so its a b@@@@ and a half plotting the heading of the convoy and all its rows of ships and then getting a firing solution manually to feed the TDC.

Missing because I messed up my observations is understandable. Sometimes I get lucky and hit a ship in the next row.
But missing because of a dud is unacceptable to me so I shoot salvos of 2 eels. There is not right or wrong way its just what your expectations are.
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Old 04-22-10, 05:28 PM   #18
Platapus
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Originally Posted by desirableroasted View Post
And remember that the "faulty magnetic pistols" and "depthkeeping problems" are apparently not modeled in the game.
Is this true with GWX?????????????
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Old 04-22-10, 11:38 PM   #19
pickinthebanjo
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Quote:
Originally Posted by Lord_magerius View Post
There is no such thing a using too many torps If it takes six to take down an intermediate tanker, then use six. Well that's the excuse I use to have my crew home for christmas.
"i'm sorry herr Donitz, but that fishing trawler required 8 eels broadside. I know it seems suspicous, seeing as we've arrived back on christmas eve but that's the truth of it sir"
Yeah I confess to doing that to. Occasionally to end a patrol early i'll dump a salvo into something and watch the fireworks.
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Old 04-22-10, 11:41 PM   #20
pickinthebanjo
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Originally Posted by Platapus View Post
Is this true with GWX?????????????
Not to sure about the magnetic pistol but the depth keeping is unhistorical.
Those torpedoes run at the very decimal you set them to (99% sure)
In storms they seem to run worse but really it's just that the ship your attacking is rocking up and down, the torpedo still seems to run at the set depth

Maybe someone can mod that so that every now and then you get one running way deeper than you set.
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Old 04-22-10, 11:45 PM   #21
pickinthebanjo
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Quote:
Originally Posted by Immelman View Post
I play with map contact off so its a b@@@@ and a half plotting the heading of the convoy and all its rows of ships and then getting a firing solution manually to feed the TDC.

Missing because I messed up my observations is understandable. Sometimes I get lucky and hit a ship in the next row.
But missing because of a dud is unacceptable to me so I shoot salvos of 2 eels. There is not right or wrong way its just what your expectations are.
I never really learned how to properly plot a convoy, thats why I attack from the front. Do you know of any tutorials for that or is it something you just pick up? I've been trying all sorts of ways of plotting latley and I'm getting better but If I had to plot a convoy over more than 200km I would lose it for sure.
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Old 04-23-10, 01:16 AM   #22
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I only use impact. Generaly 3 torpedoes for the big stuff. 1 torpedo for the small stuff. 2 torpedoes for a little tanker.

It may sound excessive but, even with everything hitting target, I'm still finding ships that simply refuse to sink.

Even customized a 3 torpedo spread on a T2 Tanker.
Opened the spread up to 5 degrees.
All 3 hit. Nose, Tail, and Center.
It was hours before she finaly fell out of the convoy, and required a final stern torpedo to finish the job.
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Old 04-23-10, 02:23 AM   #23
pickinthebanjo
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Those damn tankers are tough, Those whaling ships are surprisingly weak. I've also gotten large merchants in one torpedo but I was pretty surprised.
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Old 04-23-10, 03:48 AM   #24
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Quote:
Originally Posted by pickinthebanjo View Post
In response to Iranon's post stating that ships with an AOB of 0 or 180 have no viable solution, that is wrong. In order to hit a target with an AOB of wither 0 or 180 you slip in behind or in front of the target set range slightly shorter than needed (to make up for the fact the ship is closing fast) set you AOB accordingly then fire.
Keep in mind that I also specified rough weather, by which I meant sea state rather than visibility.
I wasn't referring to aiming problems but the reliability of turning a correctly aimed torpedo into an explosion. The sea state makes the magnetic setting unreliable, the AoB isn't kind to the impact one.

Quote:
Also I only take shots on moving targets if they are within 800m and the AOB is close to either 270 or 90
I don't quite get this in context of the rest of your post, especially...

Quote:
I disable many ships with 180 AOB shots, as the torpedo almost always destroys the propulsion systems.
It's definitely possible to sink ships in any sea state from any angle. However, for minimising duds and marginal hits, I'd try to manoever towards a 90°/270° impact shot in rough seas.
Would you recommend otherwise? If you think 0°/180° is as reliable with high waves complicating things, which depth and detonator setting would you recommend, under which constraints?

*

On another note, does a hit in the fuel bunker take into account whether a ship is powered by coal or oil? From my experience it's a great place to hit regardless.
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Old 04-23-10, 08:06 AM   #25
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Quote:
I never really learned how to properly plot a convoy, thats why I attack from the front. Do you know of any tutorials for that or is it something you just pick up? I've been trying all sorts of ways of plotting latley and I'm getting better but If I had to plot a convoy over more than 200km I would lose it for sure.
there are some great, if not quite advanced plotting stuff on the newbie sections. I'll go browsing and drop the link in here shortly.

It WILL however require a bit of reading and is taxing even for me who has completed his sailing day skipper shore course (which involves alot of CHART work - which is basically what the tutorial is )
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Old 04-23-10, 08:18 AM   #26
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For "pickinthebanjo"

Some great information shown here http://www.subsim.com/radioroom/showthread.php?t=88961

Also in the example pictures, the guy clearly has map tool help turned on, so don't forget to select this.
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Old 04-23-10, 08:23 AM   #27
gazpode_l
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The OTHER thing to remember is that alot of the firing and calculation based to get into the position required is done using manual imputs and calculation towards the TDC. Will be slightly different if you are using automatic, as I sometimes do.
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Old 04-23-10, 11:36 AM   #28
pickinthebanjo
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Last night I finally learned how to use that nonograph (I think I got that right)
Seems simple enough
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Old 04-23-10, 11:50 AM   #29
pickinthebanjo
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Quote:
Originally Posted by Iranon View Post
It's definitely possible to sink ships in any sea state from any angle. However, for minimising duds and marginal hits, I'd try to manoever towards a 90°/270° impact shot in rough seas.
Would you recommend otherwise? If you think 0°/180° is as reliable with high waves complicating things, which depth and detonator setting would you recommend, under which constraints?

*

On another note, does a hit in the fuel bunker take into account whether a ship is powered by coal or oil? From my experience it's a great place to hit regardless.
Yeah about that moving ships quote, I should have rephrased that. I meant to say that I usually try to position myself to either side of the target and go for a 90 or 270 degree shot, sometimes you don't have the time though. (I said moving ships, because I attack alot of harbors and see lots of docked ships

Anyways in bad weather I set the torpedo to run fast and shallow (like 1m and on Impact in storms) and yeah the side shots are ideal but if you set them shallow enough you "should" be able to get just as good results with a 0 or 180 degree shot.
I have set them to deep where they bounced off and then struck it again though this is rare. Works good for closing warships. But be careful cause I took out two american merchants in early 40' like this cause they were deep in British waters and all I knew was that it was a ship at 0 degrees on the hydrophones so I fired two torpedoes at it and like 5 min later It sunk and I found out it was neutral

Yeah I don't know about that fuel bunker question, but Yeah unless it's a warship I always go for that spot. In warships I go for the forward magazine.

In a storm Always set it to Impact
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