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Old 01-16-19, 10:25 PM   #1
jimmbbo
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Quote:
Originally Posted by merc4ulfate View Post
OK I understand the term "snapshot" as it relates to an ADCAP but not in Silent Hunter. Using a snapshot firing technique in Silent Hunter would be a waste of fish.

I likely used a technically incorrect shorthand means of saying "take a quick shot on minimum data because the bad guys are on my a$$"

If my setup looks decent and I get jumped by a DD, I have had some success by taking the shot even with only a "gut feel" that it's right. I can count on one hand the number of times I've used it and reckon it was successful about 3/5 times.
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Old 01-16-19, 10:29 PM   #2
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Did some 'sperimenting with autotargeting last night and found success with getting the green triangle on large merchants, launching the first torpedo with a 5 count each for the next two... 100% success with some really impressive secondary explosions and breakups.
Small sample size, but encouraging.
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Old 01-18-19, 12:53 AM   #3
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Quote:
Originally Posted by jimmbbo View Post
I likely used a technically incorrect shorthand means of saying "take a quick shot on minimum data because the bad guys are on my a$$"

If my setup looks decent and I get jumped by a DD, I have had some success by taking the shot even with only a "gut feel" that it's right. I can count on one hand the number of times I've used it and reckon it was successful about 3/5 times.
you used the correct term which started in the early days of undersea warfare.
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Old 01-18-19, 06:13 PM   #4
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Quote:
Originally Posted by jimmbbo View Post
I likely used a technically incorrect shorthand means of saying "take a quick shot on minimum data because the bad guys are on my a$$"

If my setup looks decent and I get jumped by a DD, I have had some success by taking the shot even with only a "gut feel" that it's right. I can count on one hand the number of times I've used it and reckon it was successful about 3/5 times.
Roger
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Old 01-18-19, 06:59 PM   #5
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Quote:
Originally Posted by jimmbbo View Post
I likely used a technically incorrect shorthand means of saying "take a quick shot on minimum data because the bad guys are on my a$$"

If my setup looks decent and I get jumped by a DD, I have had some success by taking the shot even with only a "gut feel" that it's right. I can count on one hand the number of times I've used it and reckon it was successful about 3/5 times.

I recently encountered a convoy of large, fast passenger liners in dense fog; my radar could see them approaching, but visibility was near zero, so I dialed my engines so I was almost drifting at 2 knots, while still surfaced, near their projected course. Next thing I knew, a large old passenger liner came barrelling out of the fog, doing 15 knots @ 600 yards.
I quickly shot off two torpedoes, almost purely on a guess, and was shocked when they exploded midships, blew it in half and dropped it within a minute.
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Old 01-20-19, 11:56 PM   #6
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Excerpt from "SINK 'EM ALL" by Charles Lockwood :

..."sighted a cruiser and destroyer, but the cruiser disappeared behind an island. BLUEGILL then then began an approach on the destroyer, but suddenly the cruiser reappeared, making high speed. It was a snap shot, for Barr only had time to make a quick set up, swing to the firing course, and fire six torpedoes."

Went on to say three hits out of six fish, and sunk the cruiser. If "snap shot" is okay with Admiral Lockwood (COMSUBPAC) who are we to argue?

As for the original question, my guess is the programmers used the early war specs for the torpedoes - 400 pounds of TNT at the beginning. After most of the Ralph Christie screwups were fixed (that bozo should have been court martialed) the warheads in the Mark 14 were 643 pounds of torpex, which had 150% of the bang of TNT. So a 643 pound torpex warhead equals about 965 pounds of TNT in blastology, more than twice the bang of the original they started the war with. So finding a mod with double the damage is a good start, I made one that's adjustable according to taste;

http://www.subsim.com/radioroom/down...o=file&id=4380

There are five optional mods, number 3 is 125 + 125 - increases the power and damage radius, which increases the hit point loss and spreads the damaged area for bigger holes. That one feels about right to me, although for the crazies there are two more powerful mods that - well, that they get a bang out of.
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Old 01-21-19, 12:13 AM   #7
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Quote:
Originally Posted by Sniper297 View Post
As for the original question, my guess is the programmers used the early war specs for the torpedoes - 400 pounds of TNT at the beginning. After most of the Ralph Christie screwups were fixed (that bozo should have been court martialed) the warheads in the Mark 14 were 643 pounds of torpex, which had 150% of the bang of TNT. So a 643 pound torpex warhead equals about 965 pounds of TNT in blastology, more than twice the bang of the original they started the war with. So finding a mod with double the damage is a good start, I made one that's adjustable according to taste;

http://www.subsim.com/radioroom/down...o=file&id=4380

There are five optional mods, number 3 is 125 + 125 - increases the power and damage radius, which increases the hit point loss and spreads the damaged area for bigger holes. That one feels about right to me, although for the crazies there are two more powerful mods that - well, that they get a bang out of.

KA BOOM!!! Now THAT'S what I'm talkin' about!!
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Old 01-21-19, 12:37 AM   #8
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Worst trouble with the Silent Hunter series, they never took a hint from the Microprose Silent Service series (1985 and 1990) - in that series you got full credit for sinking a ship, half credit for damaging one that didn't sink. With Silent Hunter if it won't go down all the way you get nothing at all, you might as well have stayed home. You might try the big one (135% blast, 175% hole size), but after laughing about blowing the Yamato into orbit with a single shot a few times most people go back to number 3 since it has the most realistic feel to it.
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Old 01-21-19, 07:36 AM   #9
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I think Ubisoft consulted with JANAC when they did the "score" part of the game...
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Old 01-21-19, 10:14 PM   #10
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Yeah, fog of war stuff. Especially with Christie's magnetic exploder (honestly the idiot had two years before we got into the war to study why the Germans and the Brits both realized the whole thing was a flawed theory, didn't he know how to read? Then he compounded the problem by insisting the subs under his command should ignore Lockwood's order to disable the magnetic part and only use the contact trigger for another year!) there were "hits" reported that were actually prematures for the first half of the war. IJN was a victim of that at Midway, they thought they had sunk the YORKTOWN at Coral Sea, then set it on fire at Midway, damage control put the fires out and they "sunk" it again, then an IJN sub got four hits which were actually two because the destroyer USS HAMMANN alongside caught the others. So between Coral Sea and Midway the official IJN score was 2 at Coral Sea (LEXINGTON was actually sunk, they scored YORKTOWN as sunk) and three at Midway (actually YORKTOWN three times) for a total of five.

Anyway the game is what it is, if there's no benefit to damaging them you have to actually sink them.
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