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Old 02-15-11, 05:45 PM   #1
Isatin
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Default Academy Torpedo Mission

*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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Old 02-15-11, 06:32 PM   #2
Sailor Steve
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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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Old 02-15-11, 06:58 PM   #3
Tessa
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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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Old 02-15-11, 09:52 PM   #4
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Quote:
Originally Posted by Isatin View Post
Adjust AoB
Determine speed of target (2 min 30 sec)
Torpedo Settings (M, 1 m under keel)
Fire
Most people at the Academy stage have been "taught," either by the "manual" or the tutorial, that shots should be made at an AOB of 90. If you are trying to do that, then your magnetic shots will tend to fail because the torpedo doesn't have enough time to sense the magnetic anomaly and detonate (or if it does, it does so harmlessly on the other side).

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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Old 02-15-11, 11:29 PM   #5
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Quote:
Originally Posted by desirableroasted View Post
Most people at the Academy stage have been "taught," either by the "manual" or the tutorial, that shots should be made at an AOB of 90. If you are trying to do that, then your magnetic shots will tend to fail because the torpedo doesn't have enough time to sense the magnetic anomaly and detonate (or if it does, it does so harmlessly on the other side).

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.
That kinda goes against the point of using magnetics doesn't it?

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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Old 02-15-11, 11:54 PM   #6
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Originally Posted by Gargamel View Post
That kinda goes against the point of using magnetics doesn't it?

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).
I am pretty sure we have very different experience sets that will align the longer you play the game.

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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Old 02-15-11, 11:58 PM   #7
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Quote:
Originally Posted by Gargamel View Post
That kinda goes against the point of using magnetics doesn't it?

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).
If the torpedo runs too deep a 45 degree shot vs a 90 degree shot can make the difference between a hit or miss. In the event cam several times I have seen the eel start moving upwards under the boat but doesn't make contact with the keel as it didn't have enough time under the target to make contact. One more second under the keel can sometimes make or break whether you score a hit or not - granted this is only applicable when either the torpedo (itself) goes deeper than you set it, or your own setting was too deep to begin with.

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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Old 02-16-11, 12:13 AM   #8
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Quote:
Originally Posted by Tessa View Post
If the torpedo runs too deep a 45 degree shot vs a 90 degree shot can make the difference between a hit or miss. In the event cam several times I have seen the eel start moving upwards under the boat but doesn't make contact with the keel as it didn't have enough time under the target to make contact. One more second under the keel can sometimes make or break whether you score a hit or not - granted this is only applicable when either the torpedo (itself) goes deeper than you set it, or your own setting was too deep to begin with.

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.
Exactly.
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Old 02-16-11, 12:47 AM   #9
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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:
If you are trying to do that, then your magnetic shots will tend to fail because the torpedo doesn't have enough time to sense the magnetic anomaly and detonate (or if it does, it does so harmlessly on the other side).
This is telling the guy to never use a magnetic at High AOB's. Yet I have never have had one fail, and yet to find any reference here to one failing either, that wasn't user error or weather related. Clearly they can be set too deep, or the ship lift over the eel. See the recent post about TBP actually taking out the superstructure with an eel (http://www.subsim.com/radioroom/show...&postcount=186).

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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