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Old 09-20-10, 12:09 AM   #16
JokerOfFate
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Little tip, if you're going after a convoy don't waste eels on lone merchants,
use the deck gun, although if they're armed just use an eel.
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Old 09-20-10, 08:38 AM   #17
Puster Bill
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The feel of having total control , and besides a human brain is always smarter than that of an AI.

Other than that I love going on my gut feeling and manual it just so free
I love that gut feeling, especially when I get set up on a "fast 90" approach on the HMS Illustrious, manage to penetrate her screen without being detected, and launch a full salvo of eels at about 900 yards, and instantly thereafter realize that I should have used 90 degrees *PORT* instead of 90 degrees *STARBOARD* for the AOB.

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Old 09-20-10, 08:53 AM   #18
JokerOfFate
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lol , thats why I don't use salvos
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Old 09-20-10, 09:32 AM   #19
Puster Bill
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lol , thats why I don't use salvos
I wonder how often that happened in real life. What happened was that I got in front of the target track, and had to reverse because I ended up past the track. I then forgot to change the AOB. In the excitement, it's a *VERY* easy thing to miss.
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Old 09-20-10, 09:38 AM   #20
JokerOfFate
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Thats what happens to me all the time, lost in the moment
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Old 09-20-10, 03:17 PM   #21
reignofdeath
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Quote:
Originally Posted by Puster Bill View Post
I love that gut feeling, especially when I get set up on a "fast 90" approach on the HMS Illustrious, manage to penetrate her screen without being detected, and launch a full salvo of eels at about 900 yards, and instantly thereafter realize that I should have used 90 degrees *PORT* instead of 90 degrees *STARBOARD* for the AOB.

whats it matter in the TDC I mean either way its still 90 Degrees isnt it?? Im not familiar with manual since I use auto right now but Im just curious
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Old 09-20-10, 04:30 PM   #22
Pisces
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whats it matter in the TDC I mean either way its still 90 Degrees isnt it?? Im not familiar with manual since I use auto right now but Im just curious
If you choose port when starboard is required, or vice versa, then the torpedo goes on a lag instead of a leading course. In otherwords, it will allways fall behind the target. You make the TDC think it is going the opposite direction.
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Old 09-20-10, 04:31 PM   #23
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ahhhh got ya I shall remember this when I have a patrols
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Old 09-20-10, 04:33 PM   #24
Pisces
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Damn you're quick!
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Old 09-20-10, 04:34 PM   #25
reignofdeath
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lol hey I try
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Old 09-21-10, 07:16 AM   #26
Puster Bill
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The worst part is that when I am figuring out the AOB I tend to stick my hands out and rotate my body a little. My wife always knows when I'm about to torpedo a ship because I do a little 'dance'.
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Old 09-21-10, 01:49 PM   #27
reignofdeath
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Lololol
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Old 09-30-10, 04:30 AM   #28
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Here's my nasty little intercept technique.

1) Pick your targets. I know that my type II has a max speed of 12 knots in fine weather under normal propulsion. Reaching the target has to be achievable. If it's too far away, traveling too fast, or in the wrong direction then it's a lost cause.

2) I start by plotting with the ruler a line from the contact in the exact direction that the contact update states. The contact hardly ever travels exactly along the direction stated (N, NW, ENE etc), but it's a good place to start.

3) Using the protractor I draw a circle with the center on the contact report. If the contact is slow, I'll draw it 6 km radius. If it's medium, 12 km. 6 km represents 6 knots. 12 km represents 12 knots. It's not accurate, but that's irrelevant.

4) Then I do exactly the same for the position of my boat, with a 10 km radius representing 10 knots. This then shows me that in the time it takes me to travel to the edge of the 10 km circle, my target should be approaching the edge of it's circle.

5) I then simply continue to expand the circles by the respective amounts. A slow target's circle would expand to a radius of 12 km, then 18km, then 24 km, while mine expands from 10 km to 20 km, then 30 km etc.

6) Eventually the edge of my circle with intersect with the course of the target. If the edge of my circle intercepts that point before the edge of their circle, it means that I will reach an approx intercept position ahead of them. If their circle has already past that point, it means I either need to either intercept further along it's path, or I need to increase my speed to be at that point earlier. Naturally if the target is traveling medium - fast, chances are that no matter how far along the path I plot an intercept, he'll always be there first. Lost cause.

7) If the intercept is good then navigate to the intercept point at the appropriate speed, submerge, and travel back along his path towards him.

Most of the time I'll pick him up on sonar, and will be in a prime position to attack.

Although the km radius of the circle represents the speed of the target in knots, it is simply a relative measure of distance over time, and not meant to predict an exact time of interception. It only ensures that I'll be there first.
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Old 09-30-10, 04:54 AM   #29
desirableroasted
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Quote:
Originally Posted by the.terrabyte.pirate View Post
Here's my nasty little intercept technique.

1) Pick your targets. I know that my type II has a max speed of 12 knots in fine weather under normal propulsion. Reaching the target has to be achievable. If it's too far away, traveling too fast, or in the wrong direction then it's a lost cause.
Great post generally, but your first nugget is golden.

The classic beginner mistake is to tear around at flank speed looking for targets, then having to return to base with an empty tank and a full magazine.

In GWX, at the most fuel-efficient speed (8 knots), a VIIB has 14 weeks of fuel and 30K km range.... plenty of time and space to use 14 torpedoes effectively.
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Old 09-30-10, 02:28 PM   #30
reignofdeath
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After many times of doing it over and over again I finally started getting the interception stuff down in my head, so I think Im pretty good with interception now, 9 out of 10 timesI always make the intercept, the 10th is always becasue I fudge up on a mistake but thats expected.
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