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Old 03-14-11, 06:26 AM   #16
desirableroasted
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Originally Posted by Sailor Steve View Post
So how come in the Torpedo Training Acadamy the stationary merchant suddenly speeds up and moves out of the way when the torpedo is coming? And it wasn't because he saw my periscope, because when I aim one just a few feet forward of his bow he cleverly knows it will miss and he doesn't move.

Yes, I'm pretty sure that merchants can indeed see the tracks from steam torpedoes. It depends on their skill level of course, so they don't always, but they can.
Yeah, I was taught that, too, in the academy. The problem is that I have never seen a ship perform that way since. Ever.
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Old 03-14-11, 07:44 PM   #17
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Quote:
Originally Posted by Sailor Steve View Post
So how come in the Torpedo Training Acadamy the stationary merchant suddenly speeds up and moves out of the way when the torpedo is coming? And it wasn't because he saw my periscope, because when I aim one just a few feet forward of his bow he cleverly knows it will miss and he doesn't move.

Yes, I'm pretty sure that merchants can indeed see the tracks from steam torpedoes. It depends on their skill level of course, so they don't always, but they can.
He moves weather a torpedo is coming, or not.
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Old 04-24-11, 05:08 PM   #18
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Originally Posted by privateer View Post
Here's Richi's Torpedo Tool.
http://www.mediafire.com/?uduuuh9ylwo371b
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Old 04-25-11, 09:26 AM   #19
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Merchants do not notice torpedo tracks, and you can test this if you want in one of the single missions (or in a throwaway career).
Really?

Steve
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Old 04-25-11, 12:30 PM   #20
desirableroasted
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Originally Posted by maillemaker View Post
Really?

Steve
Other than the stock academy, I have never seen a merchant react to a T1 bubble trail.

Obviously, since it happens in stock academy, and since in stock it is possible for an enemy merchant to stop on a dime, or ramp up speed, I know it is theoretically possible. But I never saw it (granted, it has been years since I played stock).

In GWX, merchants seem to behave more in accord with the physics of "real life" momentum. So even if they do spot the trail (and I believe they very rarely do), they cannot react sufficiently to spoil the shot.

I suppose if you fired from extreme range on a calm day, and the merchant had an elite crew, the merchant could speed up or slow down enough to cause a miss -- but at that range, a finger twitch of delay firing would also cause a miss.

[Yes, I know the GWX modders know exactly what merchants are and aren't capable of, and I appreciate their not telling all. My observations are just that... my observations, without digging into the game files.]
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Old 04-25-11, 02:52 PM   #21
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Originally Posted by desirableroasted View Post
Other than the stock academy, I have never seen a merchant react to a T1 bubble trail.
I know you guys have had this discussion a number of times, (seemingly on an ongoing basis), and I'm not going to wade into it other than to say that even if this is true I like to play like it's not.

In other words, I prefer to use tactics that deny them the opportunity to evade a bubble trail rather than sit back and shoot them from ridiculous distances with a ridiculous amount of warning and still take them down.

Where's the fun it that?

And just to be clear, I'm not accusing anyone of doing this, (as I honestly don't know how other people play), but for me I like a bit of realism in this regard even if it's not modeled in the game.

Just an observation, not a critique and no harm intended. Carry on folks!
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Old 10-29-13, 12:08 PM   #22
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Originally Posted by desirableroasted View Post
Merchants do not notice torpedo tracks, and you can test this if you want in one of the single missions (or in a throwaway career).

They can notice you, however, so raise your scope only to make quick observations, do the solution, and fire. Don't keep it up to watch the kerplosion.

Warships, however, can notice torpedo tracks, and their reaction alerts the merchants, too.
They do indeed in the regular campaign at least, I've fired TI's during the day and just before they hit I watched the merchant turn the rudder hard over and try to turn out of the way, didnt work...but he definitely saw them, and I know he didnt see me as my stealth meter stayed green.
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Old 10-29-13, 01:34 PM   #23
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I've seen them react to the TI's as well. Search lights are lit and there is the beginning of the rudder hard left / right behaviour. They haven't seen my boat as and I have been able to sneak away on the surface.
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Old 10-29-13, 03:37 PM   #24
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I have not played stock in years, so merchants may well do the turn on a dime stop on a dime dance when they see a bubble train in stock. I simply do not remember.

They certainly do it in the Academy in stock, as we all know.

In GWX3.0, I have NEVER seen a lone merchant react to a bubble trail. Ever. If it is with an escort and the escort sees your bubble trail, the merchant will begin the regular zig zag, while the escort comes after you. But that's all. No speeding up, no stopping, no throwing the helm over.

I am happy to be set straight, but considering I have encountered every mishap in GWX except this one, I'll believe it when I see it.
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Old 10-30-13, 12:38 AM   #25
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This has been in NYGM but now that you mention it I'll have to do another attack run with the Atos to see if the search lights are lit by the merchants or the warships. The problem is that the convoy I remember attacking had a cruiser in the middle of it and it might be that the cruiser notified the torpedoes and then the merchants started weaving.
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Old 10-30-13, 09:23 AM   #26
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Am not sure about how things really happened, mathematically an eel travelling at 45 knots should do more damage with its increased momentum and release of kinetic energy.
Probably very marginal effect and applicable only to side hits. In the game much more basic physics, such as the issue of neutral buoyancy, has been given a very rough treatment.
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Old 10-30-13, 10:14 AM   #27
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Rammstein is right. They do indeed turn and zigzag, sometimes even before you fire a torpedo. Then you know its a legal target
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Old 10-30-13, 03:19 PM   #28
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......and you can't put in a torpedo type that has yet to be invented. Its a bit more of work, but it hard codes your loadouts (per year) to whatever you specify them to be.
Actually you can. You can change the specs on year built for each torpedo type. Then put it into cfg. starting load-up for that year/type of boat, as described by you. What I wasn't able to arrange for was to select it in the load-up menu. OTH, I could switch them with those in the type select menu.

As a test I operated a IXC with Zaunkönigs in 1941.

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Old 10-30-13, 04:46 PM   #29
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If you want to get really unrealistic, you can also increase the default number of slots for the reserve torpedoes carried both internally and externally. You'll still have to fill these extra empty slots before you leave port.

http://www.subsim.com/radioroom/showthread.php?t=187395
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Old 07-27-16, 11:48 AM   #30
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Just found a copy!!

http://www.mediafire.com/download/ng...pedo_Editor.7z



Was going through some old boxes to throw out and found the Long Lost DVD!!!
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