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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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Stowaway
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#2 | ||
Ocean Warrior
![]() Join Date: Jun 2005
Location: Canada, eh?
Posts: 2,537
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#3 | |||
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#4 |
Mate
![]() Join Date: May 2005
Posts: 57
Downloads: 3
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One torp, two torps, three torps...?
![]() I had a little encounter y'day with a lone C3 cargo. Got myself into a superb firing position, set tubes to 'salvo' and jammed three eels right into its starboard side. BOOM-BOOM-BOOM. Stopped engines, waited. And waited. OK, wait some more. Dammit! Set time compression to 32. OK, 128 then. Tick-tick-tick... Nothing. Darn. OK, another eel at broadside. BOOM. Waited. Waited. Waited, etc. What the hell...!? OK, TWO EELS MORE THEN!!! BOOM-BOOM. Tick-tick-tick... ![]() Then I'd had enough. Fired TWO MORE eels and only then did the final "She's going down!" come through. Of course, by that time, sonarman was going NUTS about the high-pitched screws of three destroyers moving in at high speed ![]() In total I spent nearly a full 24 hrs on one C3 and wasted 8 eels. Fortunately I was relatively close to France so sailed back to St Nazaire and start a new mission. |
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#5 | |
Stowaway
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#6 |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
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I like to put one just in front of the bridge on C3 cargos. Like right where the bridge ends and the cranes are. Set it to 3.5m depth and use impact triggers. Makes a nice big boom more often than not.
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#7 | |
Stowaway
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![]() The fuel bunker is one of several 'critical hit' locations. Some examples are the fuel bunkers, engine room, ammo bunker, keel, steering and propulsion. Those locations will appear in the recognition manual as selectable boxes when certain criteria* are met: You have to be within a certain minimum range (with the stock game it seems to be 500 meters, and with GW 1 km; not sure about NYGM), with an AoB around 80 - 100 degrees, and a bearing of 0 +/- 30 degrees (180 +/- 30 degrees for stern targeting). In other words, near-perfect targeting position. If you are locked onto the target, have the manual open to the correct ship type/class (easiest [i.e. 'cheating' ![]() I think it's roughly 50-50 with the fuel bunker whether the ship explodes or not. But it definitely greatly improves your chances for a 1-fish kill. There is a mod out there (I think it's called the merchant vunerability mod) that, when installed, color-codes the ships and always shows the appropriate sweet spots. Just be forewarned: just because the mod shows them, it doesn't permit you automatically targeting them. You still need to be in the right range and position for those boxes to appear. But what the mod does do is help you determine where to try manually targetting your torpedoes for maximum effect. *I'm not positive about the exact numbers, but from in-game experience (or lack thereof? ![]() |
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#8 | ||
Lucky Jack
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Yep, got to hole each part of the ship ![]()
__________________
“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#9 |
Grey Wolf
![]() Join Date: Feb 2003
Posts: 757
Downloads: 110
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someone said " Your torpedo will go wherever the periscope crosshairs are"
does the tdc automatically update WHENEVER u move the scope oe must u move the scope then click the tick button to update it? |
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