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Old 04-10-11, 03:44 AM   #16
TorpX
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Originally Posted by torpedobait View Post
Also, as someone may have pointed out already, you don't get that message if you have a circle runner.
Are you sure about this?

If this is true, it is very unrealistic. How could anyone know if the torpedo is circling when it has only started its turn?



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Do Japanese Submarines sink American Subs in SH4?
I was wondering about this myself.

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Old 04-10-11, 10:50 AM   #17
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Originally Posted by TorpX View Post
Are you sure about this?

If this is true, it is very unrealistic. How could anyone know if the torpedo is circling when it has only started its turn?





I was wondering about this myself.

Well, realistically sonar may have picked up a circle runner, but often they did not. In several books I've read the circle runners were seen, not tracked. In game they can hit you at scope depth, even set shallow. Follow the turn, if it keeps turning back towards you, go deeper.

They will only hit you in game if you're moving forward, stopped they should pass in front. I always like to keep a lil speed, so if I'm concerned I take a look at the attack map. Most of us find out the hard way about circle runners. When I play with cams off I usually get hit once a career. I'll be thinking to myself where that last torp went, bout that time..BAM...

JP and German subs attack with deckguns only in any mod I've seen.
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Old 04-10-11, 10:00 PM   #18
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Originally Posted by Armistead View Post
Well, realistically sonar may have picked up a circle runner, but often they did not. In several books I've read the circle runners were seen, not tracked. In game they can hit you at scope depth, even set shallow. Follow the turn, if it keeps turning back towards you, go deeper.

They will only hit you in game if you're moving forward, stopped they should pass in front. I always like to keep a lil speed, so if I'm concerned I take a look at the attack map. Most of us find out the hard way about circle runners. When I play with cams off I usually get hit once a career. I'll be thinking to myself where that last torp went, bout that time..BAM...
This is not good for me, as I will be at the periscope and moving forward. I can see maybe trying to track them on sound, if the run is long enough, but not at the expense of confirming the hits. I guess being on a submarine in a war zone is a risky business.
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Old 04-14-11, 03:49 PM   #19
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I remember the old "aces of the deep", which had some enterviews with some U-boat top aces, and one of them said in an enterview that the sonar operator would listen carefully to the torpedo going away, and that we could tell if the torp was running straight or if it was not moving away as it should - a sign that it might be circling. So in theory it is possible to know if you have a circler or not.

My impression was that you hear "torpedo in the water" as soon as it is expelled from the tube and is perceived to be running. Is it not so?
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Old 04-14-11, 06:59 PM   #20
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Originally Posted by Armistead View Post
Most of us find out the hard way about circle runners. When I play with cams off I usually get hit once a career. I'll be thinking to myself where that last torp went, bout that time..BAM...
In all the careers I have played in SH4, I have never had a circular running torpedo. Now I wonder if I ever had one but just did not know it.
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Old 04-15-11, 08:15 AM   #21
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I have never had a circular running torpedo. Now I wonder if I ever had one but just did not know it.
I was more or less thinking this.

Do they travel in a perfect circle, or do they just loop around generally? If they travel in a precise circle and are "preordained" to hit you, that is bad news.

Likewise, it is not helpful that one cannot detail the sound operator to track the torps as they are fired. Diving deep whenever one makes an attack, just to avoid a rare circle-runner, seems too extreme.
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Old 04-15-11, 09:55 AM   #22
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Originally Posted by TorpX View Post

I was more or less thinking this.

Do they travel in a perfect circle, or do they just loop around generally? If they travel in a precise circle and are "preordained" to hit you, that is bad news.

Likewise, it is not helpful that one cannot detail the sound operator to track the torps as they are fired. Diving deep whenever one makes an attack, just to avoid a rare circle-runner, seems too extreme.
Which is why I set my fish for shallow depths, and after firing the tubes I intend to fire, I go down to at leat 150ft. Give a few while I move forward, and that usually saves us the trouble of being sunk by my own torps.
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Old 04-15-11, 12:09 PM   #23
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Quote:
Originally Posted by TorpX View Post
Are you sure about this?

If this is true, it is very unrealistic. How could anyone know if the torpedo is circling when it has only started its turn?





I was wondering about this myself.

I found out after firing one time, Listening through the hydrophones that I was hearing the torpedoes. At the end of their run you will hear an explosion (that is, After a miss). The torpedo sounds like a whiny, higher pitched and unmistakable for anything else. So it's my guess that you should be able to track the fish if it's running in a circle. You might listen for the sound getting weaker at first, changing compass bearing, and then getting ominously louder!!
I do wish IJN subs (and ships for that matter) could shoot torpedoes, that would add an extra element (and a scary one at that) to the game.
Unfortunately, I've only read about a mod enabling certain DD's and Cruisers to fire torpedos.
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Old 04-15-11, 03:21 PM   #24
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I shot at a ship last night, knowing two escorts were coming at my stern.
Not much later got a hit and sink sunk, so thought I got the merchant in front of me. Later I looked and the escort behind me was dead in the water sinking...I love when circle runners take out chasing escorts.
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Old 04-16-11, 01:45 AM   #25
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The first encounter of a circle runner, that I was aware of, came as a complete surprise! I'd fired at 2 merchs, in a convoy, with escorts. After I fired I pulled the plug and spun the hydrophone around to see how the escort, on my side, was going to react. When I heard...

weeeeeeeeeeeeEEEEEEEEEEEEEEEEeeeeeeeeeeeeeee



What the...???!!!

When it dawned on me! Had I not pulled the plug...?
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Old 04-16-11, 08:08 AM   #26
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Originally Posted by Hylander_1314 View Post
Which is why I set my fish for shallow depths, and after firing the tubes I intend to fire, I go down to at leat 150ft. Give a few while I move forward, and that usually saves us the trouble of being sunk by my own torps.
Then I guess you never make surface attacks?
As I said before, crash dives after every torpedo attack, is going a bit far. I usually want to confirm hits, turn, be ready for follow up shots etc.

Does anybody know of how many U.S. boats were hit by circle-runners? I've read of at least 3.

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Old 04-16-11, 10:37 AM   #27
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Originally Posted by Armistead View Post
so if I'm concerned I take a look at the attack map.
I've always wondered about the attack map. Does it indicate the torpedo's known track or it's calculated track?
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Old 04-16-11, 10:47 AM   #28
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Quote:
Originally Posted by WernherVonTrapp View Post
I've always wondered about the attack map. Does it indicate the torpedo's known track or it's calculated track?
It goe's down the known track you calculated...

Anyway, you see the black line. If you're set up is correct your black hash should be on the ship and follow it, if the hash goe's off, then you could be off. I seldom take time to look at the thing, but a good tool if you have time to set up with it.
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Old 04-18-11, 02:02 AM   #29
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Originally Posted by WernherVonTrapp View Post
I've always wondered about the attack map. Does it indicate the torpedo's known track or it's calculated track?
I would assume that it is only the calculated track, but like Armistead, I seldom look at the attack map.
If it showed the actual track before the torpedo even ran it, that would be a huge givaway.
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Old 04-18-11, 10:21 AM   #30
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Does'nt "torpedo in the water' mean the enemy has sent one of their fishes at your vessel/boat?
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