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Old 05-26-07, 03:17 PM   #31
heartc
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Quote:
Originally Posted by daft
Hmm... that's exactly what I don't want to do. I've got the range dialed in and only want to send a bearing so I can fire when the ship passes arrives at that exact bearing. No fiddling with the stadi, just a constant bearing.
Unfortunately, there is no seperate "Send/Enter bearing" option like there was in RL and in SHI. This has been discussed at length in the past in threads where I was involved in. You will either have to re-measure range and send that, or send the outdated range to transmit a new bearing. Luckily, range is the least important of all datas for a firing solution and makes little difference for the torpedo gyro angle, if any (it would severely screw the target speed solution though once people get the magic chronometer from SHIII back and compute speed with that based on an inaccurate range).
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Old 05-29-07, 01:09 PM   #32
JALU3
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Quote:
Originally Posted by Yanaran
Quote:
Originally Posted by JALU3
Large oil tanker = six fish and a dozen AP shells.
Aim for the bridge section and the engine section. You need to "destroy" the ship, not sink it through flooding. Engine section and bridge section can give you nice secondary explosions that greatly reduce number of torpedoes needed to destroy the ship structure.
OK, I tried 14ft a a large old tanker, both aimed at under the funnel. Good times, good times, can someone sticky the post concerning proper depths for different sized vessels?
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Old 05-29-07, 04:05 PM   #33
GTHammer
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Bump/ Did suggested influence depths ever get ironed out? I found a few threads discussing discrepancies between actual ship draft depths and those listed in the manual/chart. The threads/posts weren't real recent though and it would be nice to know if any of this has been fixed via 1.1 or 1.2 or where the issues currently stands...
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Old 07-04-07, 12:09 PM   #34
Jay
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Quote:
Originally Posted by popeye
Ahoy captains:
I just spent 3 or 4 hours firing my entire load of torps at a convoy. i missed with 2, through my own fault. but most hit targets. the problem is, i seemed to have to put far to many fish into them, and some did not even sink...they just sat low in the water, burning, but did not sink.
In real life, some ships refused to sink despite being hit by multiple torpedoes. Check out this story about the Kittanning:
www.uboat.net/about/members/ships_demo.html?shipID=3280
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Old 07-05-07, 12:06 AM   #35
WernerSobe
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Quote:
Originally Posted by orangenee
Quote:
Originally Posted by popeye
wait untill the DD's are gone


so, they WILL abandon 2 or 3 crippled merchants, if i'm patient?
Yeah they probably just decide that you got what you came for and left the area if you stay quiet enough.
which is pretty much unrealistic and should be adressed. Ive been reading about destroyers hunting a sub for days after attack on a convoi until it surfaced and surrendered due to low oxigen. In real they would never abbandon a damaged ship and leave it to its fortune. More likely they would call another merchant to tow it (i dont expect a patch on this) or if its damaged to much they would evacuate and sink it.
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Old 07-05-07, 03:47 AM   #36
hyperion2206
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Quote:
Originally Posted by -Pv-
I never put more than two torps in a merchie of any size.

Yes, the escorts WILL eventually abandon still-floating or even moving targets in favor of faster-moving uninjured ships (unless they are the command/lead ship as we have learned.)
-Pv-
I always stick to the US submarine doctrine: Fire as many torps at one target to insure you hit the target. I know that's not very efficient, but it feels historically correct.
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