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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: Jun 2010
Posts: 32
Downloads: 6
Uploads: 0
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Torps
OK I think I remember a thread on this but can't find it.... Basically what is the best ratio of Torps to each target and is there a way to be really economical. As I've just hit a convoy and hit several vessels with 2 torps each yet, they refuse to be sporting and die like I want them too, so is there some magic formula, such as setting a torpedo to run slightly lower than the Kiel and using the magnetic detonator to blow a hole in the bottom (that's never worked yet)
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#2 |
Navy Dude
![]() Join Date: Oct 2008
Location: Croatia
Posts: 173
Downloads: 73
Uploads: 0
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In SH3 i succeed pretty often in keel shots, ripping the ship in 2 pieces. But at SH5 it never happened to me..
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#3 |
Navy Dude
![]() Join Date: Oct 2011
Location: AM98 - Rounding Hartland Point and sneaking up the Bristol Channel
Posts: 173
Downloads: 137
Uploads: 0
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The magnetic pistol does not work in stock SH5 and no one has been able to patch it yet.
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#4 |
Seaman
![]() Join Date: Jun 2010
Posts: 32
Downloads: 6
Uploads: 0
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ah so no back breakers, but how is it that some time ships go down with a single hit and others take 2/3? I'm guessing this has allow to do with bad guestimations of AOB and range, so the torps are not hitting quite where I want them to (in fact its always fun when I don't miss)
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#5 |
Black Magic
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#6 | |
Planesman
![]() Join Date: May 2010
Location: Vermont, USA
Posts: 186
Downloads: 492
Uploads: 0
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![]() Quote:
I don't have any clue on how to mod, but would a work around for the Mag. Torps be to convert all ships, new and old, to .dat? (BTW where do I find out how to add the .dat ships?) Sorry for high-jacking the thread. |
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#7 | |
A-ganger
![]() Join Date: Aug 2009
Posts: 75
Downloads: 51
Uploads: 0
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![]() Quote:
http://www.subsim.com/radioroom/down...o=file&id=1798 |
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