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#1 |
Sailor man
![]() Join Date: Feb 2011
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The problem was never really reacting to torpedo wakes. Reaction in fair weather is a given. Rather, merchants in vanilla SH3 were able to accelerate almost instantly or stop on a dime, essentially 'dodging' torpedoes.
Several mods made ship propulsion more realistic (e.g. Thomsen's Ships). Now if a moving merchant spots a torpedo wake, she won't be able to stop in time to avoid it or speed up quickly enough to outrun it. Her inertia won't allow it, which makes perfect sense. On the other hand, escorts should be quite capable of evading torpedoes if they see the wake early enough. They were built for speed and maneuverability. When in doubt, use electric torpedoes. |
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#2 |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
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Let me start by saying that my line "Lab work necessary" was an admonishment to myself -- or the greater community -- not you, personally, Gargamel.
I know merchants can be set up to react to T1 wakes. We see it in the Academy, after all, and in your scenario. But I have never seen it in the field. That is not to say it cannot happen, because we know it can. But I would certainly advise new players not to worry about T1 trails when attacking merchants, because it really never matters. BTW, Gargamel, someone is cutting up your sonar, radar receiver and snorkel, even though it is only August 1939.
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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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#3 |
The Old Man
![]() Join Date: Apr 2008
Location: Denver, CO
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Have you tried making your target a friendly ship, pre-war?
Just a thought-it may still react to your torpedoes. Another thought-set the crew rating to novice. I would think that crew rating has a factor on spotting your torpedo. ![]()
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“Prejudice is blind. There will always be someone who says you aren’t welcome at the table. Stop apologizing for who you are and using all your energy trying to change their minds. Yes, you will lose friends, maybe even family. But you will gain your self-respect. You will know your worth. Once you have that, nothing can stop you.” |
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#4 | ||
Lucky Sailor
![]() Join Date: Oct 2010
Location: Rome
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And your right, you shouldn't account for it because you really can't. Quote:
So I set out to do it. I Figured tis would answer 3 questions: 1) Speed of torpedo vs damage done with a magnetic pistol 2) Speed of torpedo vs damage done with an impact pistol 3) Difference in damage done magnetic vs impact. So, I'll try and set it up again tonight, this time at dark so they don't see the eel coming, and I'll have to check on the crew settings, I may have it too high. |
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#5 |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
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Mythbusters.
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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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#6 |
Shore leave
![]() Join Date: Jul 2010
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It definitely happens. I had a beautiful attack set up last night - two large cargoes, an ammunition ship and an ore carrier, all in the middle of a large convoy - but they started taking evasive action about 30s after my first TI left the tube. I know I wasn't spotted as I happily pootled around popping TIIs under bows for another half hour (game time) without the escorts coming within 1,000m of me.
Brings up a new question - what do you fire first, electrics or steamers? |
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#7 | |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
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If it's night time and I'm on the outside looking in, then I'll usually open up with a long range steamer. Then again, if it's daylight and I've already penetrated the convoy, electric gets the nod. |
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#8 |
Eternal Patrol
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Also an excellent point. One we've discussed before, but always worth bringing up again. Due to game limitations even the best mods don't completely solve the problem, but they do help.
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