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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Nub
![]() Join Date: Feb 2011
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*saluts*
Greetings! I'm at the brink of despair. I want to destroy all five ships on that mission. I start with the coastal merchant bearing 150 with the aft tube, then I head for the small tanker (50). But it takes too long to position myself to destroy the tanker. If I can get a clean shot on the tanker, I almost lost track of the coastal merchant (240). I know, I can neglect the C2 (it is sooo slow) and the coastal merchant bearing 355 (because the ship does not move until fired upon). My kill approach is: Identify target Determine distance Adjust AoB Determine speed of target (2 min 30 sec) Torpedo Settings (M, 1 m under keel) Fire 2 of 3 shots I do hit, 1 of 3 shots is a one-shot-skill. Any suggestions? Thanks, Isatin (I'm using AOTD-Mod 2.2) |
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#2 |
Eternal Patrol
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Do it on the surface. You can outrun all of them. I fire at the stationary one, then surface and head for the tanker, then continue in a clockwise circle until I hit the big boy. Two eels for each guarantees I don't have to sit around waiting to see if they sink.
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“Never do anything you can't take back.” —Rocky Russo |
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#3 |
Grey Wolf
![]() Join Date: Feb 2007
Location: CG 96
Posts: 861
Downloads: 22
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When the game first opens mark all the targets where they initially are, then after a few minutes and mark them again. Depending on where you are try and get a 3rd marking so you'll be able to get a more accurate picture of where each ship is heading to in case they go out of visible range. You can stay submerged for the first few attacks if you like, after you reload then surface using your markings to head in the right direction to intercept them and either submerge or attack them on surface. Even if one gets 4000 or 5000m away moving at flank on the surface you'll catch up with them pretty quickly.
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#4 | |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
Posts: 933
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So if you are trying 90 AOB, you need to bring your torpedo depth up to 1-2 meters below the waterline so that your torp makes physical impact. If you do want to use magnetics -- and I almost always do in flat seas -- then keep your depth 1 m below keel, but use an AOB of 10-45/135-170.
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#5 | |
Lucky Sailor
![]() Join Date: Oct 2010
Location: Rome
Posts: 4,273
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I have never seen an magnetic eel miss a target because it overshot it at 90 AOB (I'm not saying it hasn't happened, just I've never seen or heard of it). If you are worried about the pistol not having enough time to detonate, then use a slower speed on the eel so it is guaranteed to detonate. Just because you are 90 AOB doesn't mean you have to use impacts. But since there is no enemy fire in this scenario, it is easiest to stay surfaced and hike it over to each ship. Tessa gave a great recommendation for keeping track of them. Just remember they will be zig-zagging (IIRC), so you will have to do very close shots for each (<1km). |
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#6 | |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
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The question is not "can a magnetic work?" but "will a magnetic work best?" And, at 75-105 AOB, the answer is "no." A magnetic at any speed on a short angle is liable to either not detonate or detonate a few meters on the other side (where, granted, it can cause damage). Since an impact is more reliable at that angle, and even desired in rough seas, "impact at 75-105 AOB" is not a bad doctrine. Magnetics are the best bang for the buck... but they need to be used at the correct angle. Gargemel: if you can make a data-based case otherwise, be my guest. I have searched the forums and can see nothing that indicates it. Even on an anecdotal level.
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#7 | |
Grey Wolf
![]() Join Date: Feb 2007
Location: CG 96
Posts: 861
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A 90 degree aob will still hit your target if you have the setting right. By decreasing the aob you give yourself more room for error in your depth settings. If the eel runs 1.5m under the boat the longer it runs under the boat will give it more time to rise upwards and make contact. A 90 shot that low is almost guaranteed to miss where a 30 degree aob setting might still hit it. |
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#8 | |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
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__________________
"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#9 | |
Lucky Sailor
![]() Join Date: Oct 2010
Location: Rome
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I'm not arguing that low AOB's aren't better for mag's, because they are.
What I'm arguing is DR's statement that mag's do not work at High AOB's: Quote:
Your not going to use impacts against the really big targets, they just don't sink fast enough. You need to use magnetics at keel busting depths. So telling newer players to never use mags is clearly wrong. It's a training mission, and having them learn poor practices early would only lead to their detriment later. If you are worried about a magnetic running to far under a ship, don't set it as deep, but still slightly deeper then the hull. That way the magnetic influence detonator will have more 'contact' time with the hull. My point is, telling him that using mag's is wrong because they will almost always fail is misleading. |
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