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Old 08-16-07, 12:47 PM   #1
cali03boss
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Default attack tactics

I see a lot of people posting about their approaches and how they fire off 4 torpedos then get maybe one or two to hit. My question is what are you guys doing in your approaches? I play the game on 100% realism with all those Tmaru whatevers added on and I get a miss maybe once every 15 shots.

Maybe I've just been playing this and SH3 for too long, but using the map and course finder it seems impossible for anyone to miss a shot unless they've been seen.

Maybe if someone could direct me to a topic where they map out the "correct" way to approach a target....because if everyone is following that and I still hear of people wasting over half of their torpedos.....then obviously it isn't a correct way to approach.
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Old 08-16-07, 01:01 PM   #2
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Well, I play with hardcore torpedoes, so a huge % of my fish fail to function properly.

I also fire spreads regardless of what I think my solution is like since they would have in RL.

Wasting only half would make you the best skipper in the fleet in RL (by a long shot since 70% failed in RL).

YMMV.

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Old 08-16-07, 01:03 PM   #3
cali03boss
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Then that just goes to show you the lack of realism present in SH4. I typically come back from the patrols with all objectives completed...average of 10k-20k tonnage....ALWAYS have over 75% of my reserve torpedos.
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Old 08-16-07, 01:23 PM   #4
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How abnout this. Use the hardcore torpedo mod, and for the first year of the war, set your fish 10 feet under the keel. The fish will run another 10-12 feet under that, and none will hit.

Welcome to RL for the USN, 1942

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Old 08-16-07, 02:18 PM   #5
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I'm not talking about depth. I'm talking about the approach, and the gathering of information for the TDC. It seems that some people still miss when using this sytem...reguardless of mods.
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Old 08-16-07, 02:34 PM   #6
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Everyone's not the stud on the TDC that you are I guess.
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Old 08-16-07, 02:37 PM   #7
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Old 08-16-07, 03:03 PM   #8
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Quote:
Originally Posted by cali03boss
I'm not talking about depth. I'm talking about the approach, and the gathering of information for the TDC. It seems that some people still miss when using this sytem...reguardless of mods.
Putting aside the stud deal, some people may not be as patient to get in a 100% guaranteed shot. Some do not understand the mechanics fully. Some do not understand when to use fast torps or slow torps. Some like to keep on trying the magnetic exploder that is a big failure in itself. Perhaps you just have a good grasp on all of the above and do well. If this is the case, help those that ask what your secret is. I see one thread today getting some attention of convoy tactics. Personally, I suck for the most part. 97% realism, outside view only. Straight up vanilla with textures added and the sinking mechanics mod. No more and no less.

Tater has a point, and wonder if this can be modded in. The skippers were ordered to use the magnetic exploders. Perhaps a mod that will only allow magnetic to be used until the date that Lockwood said to stop using them and use impact.
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Old 08-16-07, 05:46 PM   #9
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Quote:
Originally Posted by AVGWarhawk
Tater has a point, and wonder if this can be modded in. The skippers were ordered to use the magnetic exploders. Perhaps a mod that will only allow magnetic to be used until the date that Lockwood said to stop using them and use impact.
It has been claimed that this is, in fact, hardcoded into the game, and that the selector switch is not functional.

http://www.subsim.com/radioroom/showthread.php?t=120328 (post number 20 and later)
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Old 08-16-07, 06:18 PM   #10
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I assume I am just a "rogue" commander, who lies in his logbook about his detonator settings.
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Old 08-16-07, 06:23 PM   #11
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Quote:
Originally Posted by Wim Libaers
Quote:
Originally Posted by AVGWarhawk
Tater has a point, and wonder if this can be modded in. The skippers were ordered to use the magnetic exploders. Perhaps a mod that will only allow magnetic to be used until the date that Lockwood said to stop using them and use impact.
It has been claimed that this is, in fact, hardcoded into the game, and that the selector switch is not functional.

http://www.subsim.com/radioroom/showthread.php?t=120328 (post number 20 and later)
Hmmmm....I will have to mess with it. Usually I set depth at the shallowest and they work on impact.
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Old 08-16-07, 09:51 PM   #12
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Old 08-16-07, 10:07 PM   #13
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Quote:
Originally Posted by AVGWarhawk
Hmmmm....I will have to mess with it. Usually I set depth at the shallowest and they work on impact.
that's because the Contact Influence setting is not "contact-influence" but "contact/influence"...as in it will either explode on "contact" or via the magnetic "influence" trigger.

I may be incorrect, but my reading seems to indicate that selecting a trigger was not as simple as flipping a switch in real life. From what I can recall, all of the torps had the magnetic triggers installed, and that was how they were fired. To disable the magnetic trigger the torpedomen had to take the thing apart and doing so was forbidden by the Navy for quite some time. A few enterprising skippers disabled them anyway and were much more successful with their attacks. They would of course not report that they had disabled them and would have any unused torpedos repaired on the way home. Ironically, their success was actually seen as proof that the magnetic exploders worked since they were afraid to be honest about violating orders.
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Old 08-16-07, 11:19 PM   #14
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Apparentlly I must be doing the wrong thing still trying to work on it and trying to full understand the proper or rather best way to approach and intercept. This part eludes me somewhat. Naval sim games are farely new to me. I got SH3 beginning of the year and just got SH4 couple of months ago. There are some very good post on this forum that help folks like me. Sorry but the USAF did not teach proper naval tactics, approaches, and interception at least not on ships.
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Old 08-17-07, 05:37 AM   #15
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Quote:
Originally Posted by tater
Everyone's not the stud on the TDC that you are I guess.
oowwww snap
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