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Old 04-04-09, 08:42 PM   #16
AVGWarhawk
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Quote:
Originally Posted by Akula4745 View Post
I had a couple that were duds - the crew announced them when they happened. I actually wondered if I was so close the torpedos couldn't arm or something... and the crew announced two misses so I assumed they did.

I was dad-gum close - and they both missed. Must have been something I was doing wrong... no idea what yet tho.
I have not played with auto target but I think you still need to open the torpedo doors in auto target mode. Could be wrong, have not played auto target for a long time. If this is the case then you are losing a few seconds waiting on the doors to open. That is view to a miss for sure. Make sure your doors are open on the tubes you are firing.
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Old 04-04-09, 08:54 PM   #17
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Oops... you may have just hit the nail on the head, WH. I never opened any torpedo doors. I will have to test it but it sounds logical. My bad!
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Old 04-04-09, 08:59 PM   #18
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It's simple enough to do. Just hit the 'Q' key and the door will crank open on whichever tube is greenlighted.
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Old 04-04-09, 09:23 PM   #19
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LOL - gonna try it right now, Torp!
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Old 04-04-09, 11:33 PM   #20
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Practice setting up the shot. You want a target to cross your path either directly in fron of you or behind you if you use your stern tubes. Your yardage is fine by the way. Cycle your tube doors before firing this is the Q key on the keyboard. It is also possible that your target saw you and began to evade. So stay stealthy by dipping your scope and attacking at night. You can get real good at this by using your nav map. Sonar contacts will appear as a dark line to target. take your pencil and make a mark, then repeat a few times given the target time to travel. Then take your ruler and draw a line through each mark. Know you have a decent method of how you want to engage the target simply by using your nav-map. I always attempt to run ahead of the target by a mile or so in order to do this.
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Old 04-04-09, 11:39 PM   #21
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Thanks for the advice, frame. Just tried a sortie and remembered to open the tube doors but still did a LOUSY job of shooting... way too many misses - not duds - just flat out misses. I gotta work on this...
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Old 04-04-09, 11:54 PM   #22
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Akula...as Torp and Frame said,you have the right yardage,and make sure your door/s are open before firing,and follow Frame's targeting advice,it's right on the money.
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Old 04-05-09, 12:37 PM   #23
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Keep practicing, you will get it. Try posting a scree shot for us when you are at the periscope. We might be able to see what is a miss.
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Old 04-05-09, 07:38 PM   #24
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Quote:
Originally Posted by Akula4745 View Post
LOL XonE - my first was an IBM PS2... and I am still not sure it even had any RAM!
This is not a hijack Akula, just thought your comment above was hilarious. But I started to wonder and did some checking because I had friends with IBM systems and always drooled over them as they're were virtually NO games for the Apple II+. Not only that, the II Plus was discontinued in '82 and yer sys was around in 87. So you're right! My 48MB comment was a huge typo on my part (granted I was going back over 25 years).
But apparently my old II Plus had 48K of memory LOL!

With regard to your initial post:

What lessons did you find out about with the crew management? (you mentioned it first post). I only bring it up because I still don't know what the hell I'm doin' on that screen.

Also, if and when you're ready for Manual TDC (trust me, it'll take less time than you probably think), I found these helpful if you don't already have them:

Props to CapnScurvy for this one:
http://forums.ubi.com/eve/forums/a/t...5/m/4351025226

Props to Werner Sobe and RockinRobbins for this little (50MB-7:28min) vid download:
http://files.filefront.com/SH4+Compl.../fileinfo.html
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Old 04-06-09, 11:17 AM   #25
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Ok, did much better on my shooting last night... 12 torpedo loadout = 4 merchants... but I did have to shell the last one till it sank. <G> I will eventually figure out all the details... but at least now I know I am moving in the right direction. Discovered how to select a target for range findings and PK and much more last night... a rather productive evening.



As far as details about the crew management - I figured out you can select a crew member for duty (either in the torp rooms or damage control) and drag n' drop him where you want - obviously the more skilled men have the higher rating (look for highest first number/100 when you cursor over the man) - and will perform better so tasks get done more quickly. I definitely went to full compliment of men in both torpedo rooms - removing those I added once the last load was in the tubes or all torps had been expended. IMHO I also think it is a good call to have a damage control team in place when in action... I have been using the conning tower crew as my skilled pool along with select others who had high ratings - and the deck watch as my unskilled pool. The conning tower crew have generally higher ratings than the deck watch guys...

This is about all I have figured out so far - anyone have anything to add? I would certainly be interested in deeper crew mgmnt info myself - just kinda guessing my way through what the manual, documentation, and clips don't cover.

Happy hunting my friends!
Jim
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Old 04-06-09, 01:16 PM   #26
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I usually hit the "B" key right before the action starts - this will call the crew to battle stations and improve you efficiency and put the boys at damage control. I also will quicky cycle through the front torps with the "W" key, pressing "Q" to open the door for ech tube. For the Stern torps you have to mouse over each tube button and then hit "Q". It's easy to forget to open the tubes in the heat of the moment!
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Old 04-06-09, 05:21 PM   #27
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Hmmmm... that makes me wonder if going to Battle stations brings damage control crews into action by itself. I assumed (and possibly quite wrongly) we had to actually move men into the damage control positions... and battle stations is just a natural for action maneuvering.

Well at least that is what I have been doing. Right or wrong. I think it is a question for the experts if any are still checking this thread.
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Old 04-06-09, 05:38 PM   #28
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Akula, if you are using point an shoot targeting make sure you have a green triangle indicator on your scope. If you have not been seen and are at about 1000 yards. You should hit everytime. Also for your damage control party. Next time you are in port, you can select crew members from the roster on the far left. You do not need to use your existing crew for this. So you can have a complete DC party ready to roll.
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Old 04-06-09, 08:03 PM   #29
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Ah-ha! Thank you sir! I will remember that.
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Old 04-06-09, 09:03 PM   #30
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Ta for the tips on the Crew Management, I just realized I don't know how much of it applies as I'm running with Real Fleet Boat(RFB) 1.52 and the Run Silent Run Deep Campaign(RSRDC). I think I'll do what I usually do, but for whatever reason didn't do this time... I'll go RTFM for RFB 1.52. I assume they put the time in to write it so we'd read the damn thing lol. Guess I was too pumped to play.
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