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Navy Seal
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Ability to avoid your torpedoes is based on several factors. One is the light, moonlight or sunlight, fog, weather, ocean state etc. Obviously daylight makes it easier to spot the wake than moonlight, but on a full moon I have noticed enemy ships can spot them just before impact, as opposed to a dark night when first indication of inbound torpedoes they have is when things start exploding. This brings us to enemy skill level The skill levels are poor, novice, competent, veteran, and elite. In TMO, nearly every merchant and escort are set to veteran by default so their vision is pretty good. RSRD changes this and it varies more between competent and veteran. How far away were you shooting the fish? In daylight, generally need to be 1500 yards or less, ideally 1,000 or less using torpedoes with visible wakes, as in real life. Again, it comes to skill level of that unit. Daylight can fire on a merchant set to competent from 2,000 yards likely will hit it, fire on a veteran merchant from 2000 yards in daylight, 50/50 chance, depending on the spread. Warships have inherently better visual sensors, are usually set to higher skill level and thus avoid torpedoes better in most cases. Again, many variables with weather. American skippers(most) moved to the tactic of firing each torpedo as an individual shot, vs a "salvo" (US version of a salvo, setting bearing on middle of target, using spread knob and fired 3-4 torpedoes for most mid and large merchants. 3 torpedoes....raise scope, place cross hairs on middle of ship, send bearing and fire, then place one toward bow, usually the forward mast, fire two, place toward stern, fire three) This covers the target and generally will get a hit, even if they spot the torpedoes. Again, there are many variables. Far as the convoy with escorts. In RSRD each convoy is set up based on a real convoy that existed. They spawn once at historical time and date and when reach destination, they go away. Always thought this was pretty cool part of that mod. Being in 1941, that was highly unusual and not a regular convoy you encountered, was likely part of the pacific wide japanese invasion forces spreading out. Later in war, say from mid 1944- end of war will see many more of those as it reflects reality, where there were more escorts than merchants. I have modified my traffic in TMO (plan to release soon) for Oct 1943- end of war. While still randomly generated, the composition of convoys reflects reality, with large 10-16 ship convoys with 5-10 escorts being fairly common in the mid 1944-early 45. Then goes to 1-3 ships typically with 4+ escorts, which was common then. In testing, I was able to replicate Tang's June 1944 attack off Koshiki straits(shallow water). They had a 6 ship, 12 escort convoy in coastal waters. They moved inside the screen and attacked at night on surface. This is pretty intense. I will admit, have to set the escorts and merchants visuals to novice to allow player chance to perform attack this way BUT they are by no means pushovers. Also, some are set to veteran to compensate and make sure if they attack a submerged target, have a skilled escort or two. Ran through this action 3 times. I managed to get inside the screen all three times, but it is challenging. I was only able to get out without being detected after torpedoes hit once. The second and third time I was fired, spotlighted, and chased out, a couple rounds came very close. There is a lot of risk to this type of attack . Bottom line, its all about your firing range, skill level and light/weather conditions. |
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