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Old 03-15-21, 01:01 PM   #1
Bubblehead1980
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Depends - which torpedoes are you carrying? You could possibly, as Mad Mardigan indicated, fire off from both ends and have them circle 90 degrees off bow/stern while targets are abeam. But, you run the risk of circling back on you.

Intent would be to hit the aft-most of the two first if you can't hit both targets at the same time.

Ideally, they are in trail and you can fan off shots from both ends with the ability to have maximum dispersion of the shots.

If you are unable to fire at such an extreme angle due to the torpedo type and don't have 6 up front, you're better off firing three at the BB and one at the carrier. Yamato had thicker armor (2x as thick in most locations) than Shokaku. Unless you have torpedos without depth keeping and magnetic issues, your best bet is manually aiming for more vulnerable locations on the hull.

The real Yamato took 11 torpedoes and 6 bombs and only sunk due to a massive magazine explosion caused by uncontrollable fires. Had the crew been able to fight the fires and flooding, she likely would have been able to limp home.

I decided on the carrier as more important target but on next observation the flank escort had rushed back into position, so would likely be detected before could make a proper shot. switched to Yamato. I fired and scored hits, which slowed the Yamato for some time, caused a slight starboard list forward. Mark 18;s lack of a wake helped here but Yamato sped back up and sailed away. Despite chasing all day, had to dive often to avoid the planes from the carrier. Eventually lost contact and could not regain.

This is my custom version of TMO (releasing in near future as a TMO update) and the Yamato is a tough bird to sink in the sim now. As you mentioned(I read it was 18 torpedoes 15 bomb hits, many near misses) , was way too easy in normal game. Damaged her twice in different careers once in August 42(5 Mark 14 hits from bow tubes, six prematurely detonated, stern tubes were two duds, one miss due to gyro issue, third premature. Went deep to avoid depth charges, when came back she was listing to port but making 9 knots and limping into Truk western entrance) and one in late 43 but never sunk her (outside of testing) since the early days of TMO with RSRD.
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Old 03-15-21, 02:46 PM   #2
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SHO Re: Yamato, sinking...

This is from wiki, so it may not be 100% accurate. Still looking for info that confirms more torp/bomb hit count as confirmed that may be higher... but this is what I found, thus far:

From the first attack at 12:37 to the explosion at 14:23, Yamato was hit by at least 11 torpedoes and 6 bombs. There may have been two more torpedo and bomb hits, but this is not confirmed.

M. M.



That article does mention of a lot of near misses by bombs that could have contributed to the damage suffered by the Yamato, that ultimately led to its demise... as well as some believed to be, yet not able to be confirmed hits by torps... which could bring it up on the total # that did hit to what Bubblehead alluded to.
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Old 03-15-21, 05:20 PM   #3
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I decided on the carrier as more important target but on next observation the flank escort had rushed back into position, so would likely be detected before could make a proper shot. switched to Yamato. I fired and scored hits, which slowed the Yamato for some time, caused a slight starboard list forward. Mark 18;s lack of a wake helped here but Yamato sped back up and sailed away. Despite chasing all day, had to dive often to avoid the planes from the carrier. Eventually lost contact and could not regain.

This is my custom version of TMO (releasing in near future as a TMO update) and the Yamato is a tough bird to sink in the sim now. As you mentioned(I read it was 18 torpedoes 15 bomb hits, many near misses) , was way too easy in normal game. Damaged her twice in different careers once in August 42(5 Mark 14 hits from bow tubes, six prematurely detonated, stern tubes were two duds, one miss due to gyro issue, third premature. Went deep to avoid depth charges, when came back she was listing to port but making 9 knots and limping into Truk western entrance) and one in late 43 but never sunk her (outside of testing) since the early days of TMO with RSRD.
you bring up something that has bugged me for a while.
one encounters a TF that includes a CVA/CVE.
you sink the CVA/CVE.
you continue to attack the remaining ships of the TF but are harassed by carrier-based aircraft.
THAT is not proper.

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Old 03-15-21, 05:59 PM   #4
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... and that has to do with the game "mechanics" with the CV "spawning" airplanes as soon as you are detected, launch platform or not... lol - they spawn 20km away, and come gitcha for whatcha done to 'em...
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Old 03-15-21, 09:52 PM   #5
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... and that has to do with the game "mechanics" with the CV "spawning" airplanes as soon as you are detected, launch platform or not... lol - they spawn 20km away, and come gitcha for whatcha done to 'em...

lol perhaps they were on patrol lol I honestly consider removing planes from the carriers at times. Example, I have never been able to get close enough to shoot at Nagumo's TF near Midway in 1942 because of the planes. Even when they have not spotted you, they spawn at such a rate its pure blind luck if player finds their sub in the path. Even reducing to one squadron does not seem to help, just the crazy way the sim was designed lol. Going to have to remove them to test before release, Midway is only the only one of the major battles I recreated in TMO that have not fully test, primarily because of the planes.

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Old 03-15-21, 10:48 PM   #6
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My absolute favorite part is the "testing", which is often preceded with "torturous" - "torturous testing" - not that we're putting the game through torturous testing, or that it isn't fun to test, it's getting it loaded to where you ~can~ test... only to be taken out by a plane 3 minutes in, to have to re-load another five minutes and lose that of your life... or maybe you forgot to move that DD that ran into the dock, and you spend an hour driving to the place, dodging planes and other escorts, just to look at the one ship that you forgot to move in the first place...
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Old 03-15-21, 11:54 PM   #7
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... and that has to do with the game "mechanics" with the CV "spawning" airplanes as soon as you are detected, launch platform or not... lol - they spawn 20km away, and come gitcha for whatcha done to 'em...
...not to mention the fact that one CVA/CVE launched like 150,000 planes that fly day or night for the next 72 hours and appear overhead no matter which way you sail AFTER you submerge.
Ubi should have hired regular computer scientists rather than game mechanics. the resulting product would have been much more like a program than the dysfunctional what-ever-it-is.
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