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#16 | |
Captain
![]() Join Date: Jan 2006
Location: Ensenada, B.C., Mexico
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The periscope is "wired" into the TDC and will update the "bearing to target" in real time... again, independently of wether your "locked on" to something or are just swiveling your periscope around pointing at thin air. Here's the magical part: as your "bearing to target" is updated in real time by swiveling the scope around, the computer recalculates the AoB setting to compensate for your changing viewpoint. For this said recalculation the computer assumes that whatever your looking at is in your crosshairs. Speed is maintained constant and distance is unfortunately not recalculated in real time, so you might want to "call out" updates on that one... but be sure to clear the notepad of all other information, otherwise it will most probably screw up your AoB (the value leftover on the notepad was valid at some point, but not anymore, and clicking on the notepad with that value still there will force said bogus value in the TDC) |
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#17 |
Lucky Jack
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Correct! Every value must be erased and fresh one entered on every vessel targeted.In simpler terms as the British called it 'is was' only German engineering turned the mathmatical 'is was' into a real time ever changing reality of the torpedo path. Therefore the British boats had to basically aim the boat using 'is was' were the German TDC was done mechanically and these value fed into the guidance system of the torpedo. So clear the pad or the TDC will be using the old values. Yes,one well placed torp on a liberty ship will break it in two as well as C2 and C3. Normally I get to within 1500m for my solution because you are close enough to account for any small miscalculation using the scope or UZO...unless you do some outlandish miscalculation! I generally find that incorrect AOB can cause a major miss so I attempt to make that bit of information as correct as possible. I always manually dial in the speed of target on the TDC...basically the merchants are doing 7 knots. I find using the stop watch gives outlandish speeds. I never use it.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road Last edited by AVGWarhawk; 10-18-06 at 07:08 PM. |
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#18 | |
Stowaway
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#19 | ||
Ocean Warrior
![]() Join Date: Jun 2005
Location: Canada, eh?
Posts: 2,537
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#20 | |
Ace of the Deep
![]() Join Date: Jul 2006
Location: Deepest Dumbria
Posts: 1,243
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I always wait until I get the 'enemy unit destroyed' caption and/or the red sunk ship on the map before I carry on. |
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#21 | |||
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#22 |
Mate
![]() Join Date: May 2005
Posts: 57
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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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#23 | |
Stowaway
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#24 |
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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#25 | ||
Lucky Jack
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Yep, got to hole each part of the ship ![]()
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#26 |
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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#27 |
Lucky Jack
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I believe you have to hit the check mark!
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#28 | |
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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#29 | ||
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
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#30 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
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I have the Full Vunerability mod installed and on just a few occasions have I been able to click on a "sweet spot" and have it work. Ususally it's the fuel bunker but that puts them down for merchants. Trying to use the ammo bunker or engine room on a warship never seems to work. I can click on the ammo bunker on the ship or in the top header above it but nothing happens. When it does work tho the icon for the merchant's fuel bunker turns a darker red. Keep in mind I use the impact pistol and I'm at AOB as close to 90 degress as I can get.
BTW... even sinking only one ship on patrol is better than none.
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. Last edited by GT182; 10-19-06 at 08:45 PM. |
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