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Old 11-12-06, 06:27 PM   #1
Steeltrap
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Join Date: Mar 2001
Location: Sydney, Australia
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Movin isn't important, and you have to move while submerged in NYGM 2.2 or you can't maintain depth (as it should be, and moving was even more vital when firing torps submerged due to sudden loss of weight).

Biggest issue is speed. I find the stadimeter a real pain in the butt - resolution simply isn't sharp enough to give good ranges. I've tested this by comparing my range estimates with ones where I've enabled auto map updates and I'm regularly off by up to 500m even at 3000, which is just hopeless. In fact, the inability to determine ranges effectively is the one thing I find most disappointing about manual TDC.

Without accurate range determining course and speed becomes almost impossible, at least not accurately. Once you've errors in course and speed, these will affect your solutions, magnifying the errors.

However, if you're only missing by a narrow amount, your issue is either speed (most likely) or the ship is zig-zagging, in which case AOB is going to differ from your calculation. The idea of unlocking the target then shooting at various positions is exactly what I do:

Hold periscope/UZO on fixed line with small/zero gyro.
Let ship reach point along firing line in sight and let fly. REMEMBER to have opened the tube prior to firing (Q key) or there will be a delay in launch, which can cause a miss.
Assuming you're accurate, torp will hit where you've aimed.
If not, will deviate around the point of aim.
Because of this, I regularly aim in forward and aft thirds of ship. That usually ensures at lest one hit (although duds are an issue....).
Incidentally, if damage is modelled correctly, a hit in the engine spaces aft will pretty much sink anything, and this has been my experience in NYGM 2.2.

Hope some of this helps.
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