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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seasoned Skipper
![]() Join Date: Nov 2006
Posts: 742
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Uploads: 6
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You can send torpedo with 5 kts less than max. If torpedo is acquired - speed will increase to max. When torpedo loose track - speed will back to searching value.
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#2 |
Stowaway
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That's a nice work-around indeed, but also requires manually checking, constantly, in a situation where I'd rather take other actions
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#3 |
Seasoned Skipper
![]() Join Date: Nov 2006
Posts: 742
Downloads: 136
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Before hit you should always track on map own torpedo and mark on map ("enter" key):
- when target is acquired - when torpedo loses track (because of decoys) - exact hit point (sometimes you need use 2 torpedoes) This things have very high priority for experienced player. For me higher priority have only torpedo evasion. |
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#4 |
Stowaway
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It is obvious you speak from multi-player experience.
I usually stick to sp, because I am more interested in whole scenarios and even campaigns, rather than single combat situations. Good advice though, I never did manage my fish that detailed, I will experiment with it. Anyways, my point was not "how to know", it Was "is it possible to bring the mentioned feature into the game". |
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#5 |
Seasoned Skipper
![]() Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
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Maybe it is possible - similar for UUV or Korund mobile device.
In other hand i think wireguided torpedoes shouldn't be controlable in all range like it is now. That means, feedback also should be only in close range to own submarine. |
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#6 |
Stowaway
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What do you mean?
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#7 |
Good Hunting!
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I think he means being able to wire-guide a torpedo until it runs out of fuel 20 nmi later. I wouldn't think the wires in real life are that long, but I dunno.
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#8 |
Seasoned Skipper
![]() Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
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