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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
XO
![]() Join Date: Jun 2008
Posts: 427
Downloads: 59
Uploads: 0
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Ever since I nearly rammed one up the backside I've installed Longer Wakes v1.0, great assistance following them from a distance and plotting their course. You need a fast machine though when using it with GWX 3.0
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#17 |
Loader
![]() Join Date: Jan 2009
Posts: 85
Downloads: 37
Uploads: 0
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For those of us who don't have the cpu speed needed for the 16k atmosphere, is there a way we could get the torpedo's to arm earlier?
I've had ships that are somewhat visible in the scope, but can't lock onto. Once at the 300m range the game will let me lock, but the torp will just bounce off the side. Frustrating, had a C3 yesterday that I wasted my last 2 eels on ![]() |
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#18 |
Navy Seal
![]() Join Date: Nov 2006
Location: Docked on a Russian pond
Posts: 7,072
Downloads: 2
Uploads: 0
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This has worked for a few times.
Plot the target's course. Get in front of the target and point the same course of the target. Stop engines, allow target to pass overhead. When it is 250 meters away, launch a magnetic shot. As the target is retreating, this gives time for the torpedo to arm. ![]()
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#19 |
Loader
![]() Join Date: Jan 2009
Posts: 85
Downloads: 37
Uploads: 0
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I'll try that, from what I understand the torpedo needs 300m of running distance before arming. So giving that that target will be putting on distance, the torpedo may be armed by the point of impact. I won't wait till 250m, the further the better - but of course the target must lock first. Am not going to learn the TDC just yet, I'm still a rookie at this
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#20 |
Ocean Warrior
![]() Join Date: Nov 2008
Location: Auburn, Alabama
Posts: 3,333
Downloads: 101
Uploads: 0
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I've been playing this since last summer and I've only now turned off Targeting solution assistance. (With the Type XXI of course, lol) Certainly makes things more frenetic during an attack.
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