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Old 07-17-14, 09:23 PM   #1
merc4ulfate
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First ... why waste fish?
Second ... what is your mod order?
Third ... did you have your outer doors already open?
Fourth ... why waste fish?

Fifth ... move in front of the destroyer ... raise scope at 500 yards ... open all outer doors ... move ahead flank ... launch one at 000 one at 010 and one at 350 all set to magnetic influence as fast as you can. He will die.
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Old 07-17-14, 11:24 PM   #2
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Quote:
Originally Posted by merc4ulfate View Post
First ... why waste fish?

... why waste fish?
I can't argue with your logic here.



Quote:
Originally Posted by Dando View Post
Since he was stationary and unaware of my location I decided to sink him as he was perfect target (Or I thought so at least). Moved to his starboard at perfect 90% angle, about 1400 yards away and launched 3 torpedoes at him. All seemed well until he saw torpedoes on the way, started the engines and swiftly evaded them all (BTW. Those destroyers accelerate ridiculously fast. Like from 0kt to something that fells like 10kts in 4 or 5 seconds. I'm not claiming to be an expert on ships but that seems kinda silly)

....
I am using Mk 10 torpedoes which are kinda slow to be honest but still...
I had a somewhat similar experience, once. An attempt at stalking a Momi-class patrol boat ended in failure when he spotted me. It was just a little too light, eventhough the moon hadn't risen yet. Shells fly through the air, and we make a very hasty dive. Later, I come up to periscope depth and find him sitting still waiting for me to appear.

My first idea was to just sneak away, but it was too much of a temptation. I had to slowly turn the boat around (I was also in an S-boat). This took some time, and I half expected him to be gone before I was ready. Finally, in position, I line up a straight shot and carefully aim a single torpedo just behind the bow. He was still drifting a bit, but not much - probably less than a knot. I carefully estimate the range, which was a little over 3,000 yds., and launch.

As I am counting down the seconds, I think this should be in the bag, as it is a dark night. They don't have magical night vision do they? As the time gets close to the predicted impact time, the target springs into motion! Curses! I've wasted a torpedo! But a moment later I'm relieved to see a large, fiery explosion near the stern. Another 2 seconds, and he would have been well clear. Perhaps, I was lucky, in that it was not a true destroyer, but only a 'patrol boat', which I guess was naval-speak for economy destroyer.

Anyway, my thoughts were as yours; it does seem kinda silly. The way they can rocket forward, or skid to a halt reminds me of a Roadrunner cartoon.

BTW, I am working a mod that will greatly reduce the hyper-drive acceleration of ships in SH4.

In one test with a IJN destroyer (I forget which one), the stock version could move one ship length in 11 sec., from a stop. The modded version took 26 sec. That's still pretty fast, but plausible, I think.



For the most part, though, I try to steer clear of them.


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Old 07-18-14, 03:26 AM   #3
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Another vote for saving the fish here - Destroyers are more bother than they're worth and the aim is to stop troops and materiel moving around Every spread of torpedoes you fire at a destroyer is a tanker full of oil that makes it through to the Empire - My conscience has never given me the slightest grief over sneaking away from them
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Old 07-18-14, 04:51 AM   #4
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A destroyer isn't worth a torpedo but if you can't resist, aim for the bow then another half a ships length in front.
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Old 07-18-14, 08:08 AM   #5
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Quote:
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A destroyer isn't worth a torpedo but if you can't resist, aim for the bow then another half a ships length in front.
or just use my ship maneuvering fix mod that stops the unrealistic rapid acceleration of all ships in the game

and if you are going to shoot a DD you only need one torp so 3 is wasteful and excessive, its rare to need more then one to sink a DD
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Old 07-18-14, 06:46 PM   #6
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Yes websters mod for this does work to eliminate the issue.

Webster???? Is that mod ok to use with RFB+RSRD???? I tried using ISP but it reduced submarine top speed.
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Old 07-18-14, 11:28 PM   #7
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I guess fire one at his stern (so he speeds up rather than reverses), and then a few along his path of acceleration at 10 degree intervals (though this would depend on how far away you are from him).

Down the throat is the best way, as someone posted. Make noise, head at him at flank, scope up, ping away at the ground/him, and then fire 3 at him when he's about 500 meters or so away; 1 straight down, and one 10 degrees either side.

Nothing wrong with expending a few torps for one DD. That's a good exchange.
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Old 07-19-14, 10:40 AM   #8
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Quote:
Originally Posted by merc4ulfate View Post
Yes websters mod for this does work to eliminate the issue.

Webster???? Is that mod ok to use with RFB+RSRD???? I tried using ISP but it reduced submarine top speed.
should work ok, try it and see, but sometimes RFB gets hinky about mixing other mods with it. RFB was "supposed" to have its own ship physics mod to address the issue doing it a different way then mine but if you still have issues then I guess doing things their way didn't work well.

just be sure to add my mod last in the order and there still might be a few of the new ships added to the game by RFB that may not have speeds adjusted by the mod because it was created for the ships found in the stock game.

I also want to point out I tried to be realistic with my mod so DD still accelerate fast enough to get out of the way of a torpedo unless you reduce the distance to target so with DD its best to be within 1000 range and don't use the auto target aim spot unless the DD is stationary but if its under way then aim for the first bow gun so you are sure to get a hit because they will always try to speed up if they sight your torpedo
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