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Old 08-04-10, 07:10 AM   #1
Sandman_28054
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Quote:
Originally Posted by jimbuna View Post
Here's the chart:

http://www.filefront.com/13792872/shipchart.pdf

Green = Propulsion
Purple = Magazine
Yellow = Machinery
Red = Fuel
Blue = Keel/Bunker

IIRC
Wasn't there a rec manual with these "sweet spots" outlined?
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Old 08-10-10, 06:13 PM   #2
Jimbuna
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Quote:
Originally Posted by Sandman_28054 View Post
Wasn't there a rec manual with these "sweet spots" outlined?
I honestly can't remember
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Old 08-10-10, 08:33 PM   #3
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The Germans suffered a number of problems with their torpedoes. One was the torpedo running deeper than set. I believe they found the cause to be related to the internal pressure of the U-boat itself. Over time, air pressure builds up inside a U-boat, due to the many tiny leaks in the air lines. Over time, a significant amount of escaped air will build up pressure inside a submerged U-boat, and this increased air pressure affected the depth keeping mechanism. This is the reason why the hatches on a submerged U-boat spring open when unlatched. You may see this in the film, Das Boot. One reason why that film is the Holy Grail of submarine films is because it gets 1,001 tiny details correct, unlike that dog's puke of a film known as U-571.

Another problem was with the magnetic pistols, as discussed here. The reason why the Norway campaign brought this to light is because so many magnetic pistols malfunctioned. Later study brought the cause to light: the high content of iron ore in the seabed of the North Sea affected the magnetic pistols.

Between the two causes above, many ships survived which otherwise would have been hit.

The reason why some impact pistols fail to detonate is because they do not actually hit the hull. The feelers at the tip of the torpedo have to strike the hull and be pressed down to detonate. A torpedo striking at a less than optimal angle runs the risk of the feelers not actually hitting the hull. Instead, the rounded portion of the torpedo head hits and the torpedo fails to explode.
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Old 03-09-12, 11:47 PM   #4
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Quote:
Originally Posted by jimbuna View Post
I honestly can't remember
Tis a PDF file that I downloaded a while a go from Convaros Document files (Great reference materials, seriously, everything from ship recs to maps to tactics)

And in GWX 3 I BELIEVE when you line up a perfect 90* shot within 2* or so and and look at your notepad when you lock on, you will see the colors and be able to click on them to auto aim there. That is if you have lock enabled. Man its been too long since Ive played, Im ordering a beast laptop soon and soon Ill be able to play GWX, Sh4 and Sh5 finally and a multitude of other games to occupy my time
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Old 03-10-12, 09:51 AM   #5
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Quote:
Originally Posted by USNSRCaseySmith View Post
Tis a PDF file that I downloaded a while a go from Convaros Document files (Great reference materials, seriously, everything from ship recs to maps to tactics)

And in GWX 3 I BELIEVE when you line up a perfect 90* shot within 2* or so and and look at your notepad when you lock on, you will see the colors and be able to click on them to auto aim there. That is if you have lock enabled. Man its been too long since Ive played, Im ordering a beast laptop soon and soon Ill be able to play GWX, Sh4 and Sh5 finally and a multitude of other games to occupy my time
Ah, yes
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Old 08-10-10, 09:00 PM   #6
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Quote:
Originally Posted by Sandman_28054 View Post
Wasn't there a rec manual with these "sweet spots" outlined?
I think the stock manual has one if you're playing with easy targeting enabled. You'll want to take that with a grain of salt though.
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Old 08-11-10, 09:40 AM   #7
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I got a noob request here. I think I am ready to start trying manual plotting and targeting. I've seen a couple of targeting/navigating mods around here. Could anyone give me the names and links of the 'must haves' for manual targeting/plotting?

Thanks in advance!
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