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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Der Einzelgänger
Join Date: Apr 2013
Location: Cairns, Australia
Posts: 583
Downloads: 363
Uploads: 3
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I disable all the "kiddy factor" entries so that half my torpedos aren't circle runners or duds! Then I can bag at least 2 ships with my 14 torpedos on a good day when I got my calibrated eye happening!
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Best Regards....Kev* ![]() "The finest Captain I ever crossed swords and set sail with" |
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#2 |
Count Dracula
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Add this FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches) mod to your list and u can enable like sober in the patcher and your torpedo wont circle anymore .... and if u disable from the game option the dude torpedo then u will not have any dude torpedo
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#3 |
Ace of the deep .
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Over the years modders have made so many mods for SH5 . Some of them are hex edited and only work with particular mods lists . Just use WOS . Its all done for you .
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#4 | ||
Der Einzelgänger
Join Date: Apr 2013
Location: Cairns, Australia
Posts: 583
Downloads: 363
Uploads: 3
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![]() Just open Automation (two gear cogs icon), open Tutorials/Sub/TDC_Checker and start the TDC checker. You can then close the Automation window and you will just have the small TDC_Checker window that you can drag anywhere on your screen. Once you have dialled in all of the target data into the TDC..... Range, AOB, and Speed, lock the target using the space bar. Use the TDC_Checker and it will confirm if you have input the correct target parameters and tell you if any are not accurate enough for a good firing solution. NB: I just did a quick check to confirm that TDC_Checker was available in "Campaign" and it is. I could not find any handy targets close by to run a full test as I'm just about to enter the patrol area. It should be a good way to ensure that your torpedos aren't wasted through invalid target data, while trying to get a handle on manual targeting when you are a long way from resupply. ![]()
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Best Regards....Kev* ![]() "The finest Captain I ever crossed swords and set sail with" |
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#5 |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
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That sounds like a cool tool.
Tonight I nailed a merchant with steam torpedoes, two of them. It was armed, darkened, sailing in convoy with another. I'm pretty sure it was Bulgarian and not French, but I sank them both anyway. Not at war with Bulgaria in 1939 but oh well they should have picked a better flag. Steve |
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#6 |
Seasoned Skipper
![]() Join Date: Jan 2010
Posts: 713
Downloads: 209
Uploads: 0
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What is this about dude torpedoes?
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#7 |
Navy Seal
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#8 |
Samurai Navy
![]() Join Date: Jan 2004
Posts: 571
Downloads: 77
Uploads: 0
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Yeah, Well you know, thats like....your opinion Man!
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Intel i7-2700K-3.50GHz, 16 GB RAM, 2 xGTX 560,2GB,SLI,2 TB HD The Wolves of Steel 1.06 The Wolves of Steel 1.06 Update 05c |
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#9 |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
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I'm getting better - I think. I'm using the Ujag stopwatch and the ship recognition manual to determine speed. I was able to hit one ship in a convoy but missed another. I suspect it is the torpedo run parameter randomization put in by the mod that is causing misses.
Steve |
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