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Old 09-30-10, 10:01 PM   #16
Arael
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Since this seems to be the thread for noob questions, I have one. Generally speaking, what is the best place to aim your torpedoes at to achieve a quick sinking: stern, bow, or amidships?
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Old 09-30-10, 10:11 PM   #17
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Depends a bit on the vessels involved, it is a warship, an eel hit ammo supplies, it is a merchant that is the bow or amidships,but must be adapted to other conditions
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Old 09-30-10, 10:15 PM   #18
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Quote:
Originally Posted by Arael View Post
Since this seems to be the thread for noob questions, I have one. Generally speaking, what is the best place to aim your torpedoes at to achieve a quick sinking: stern, bow, or amidships?
There's a chart floating around somewhere that shows "sweet spots" for various ships. I don't have it but someone else can prolly post a link.

Personally I used to aim for the forward half of the ship, sometimes under the forward mast (if there was more than one). Punching a hole up near the bow seemed to help the ship flood faster, especially if she was making pretty good time... in theory the forward momentum would cause the ship to "scoop" more water into whatever hole I'd made. I found this seemed to work really well in heavy seas as well, although it often didn't result in lots of immediate fireworks it seemed like nature and physics would do the job eventually.

Lately though I've been trying to hit 'em just below the funnel, which has resulted in some pretty good fireworks and some good-sized ships going down after just one hit.

Also I understand that if a ship is armed and you can hit them below where the guns are, you've got a good chance of hitting an ammo magazine.

It also makes a difference whether you use a magnetic fuse or one set for impact. A properly placed magnetic will detonate when it passes directly below the keel of the target, or at least farther below the waterline than you can manage with an impact fuse (since the curve of the hull will often prevent a clean impact if you set the depth that low). Blowing out the guts from underneath can cause more immediate and catastrophic damage than just punching a hole in the side.

Everybody's prolly got their favorite spots to aim for, try 'em all and see what you like!
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Old 09-30-10, 10:51 PM   #19
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@Arael; As Frau said, everyone has their favorite spots, it also all kind of depends on position for me.

-If I have a perfect 90 (depending on the ship) I almost always try for the funnel, as a good hit will blow up the boiler room of the ship and stop it dead in the water.

- Also up front will also do good as it wont only just 'scoop' water in. But the increased downard angle will mean that if the ships props continue to turn (and their Kaleun is dumb enough) they will eventually push themselves under for you

-Some times, I catch myself chasing a boat, this is no problem (especially if they didnt see me) I usually sent a magnetic a half meter below keel with another right behind it right at her stern (after lining up with her of course) that usually takes the props out for you, and as we all know, (early in the war atleast) In the middle of the ocean, with no help, she becomes a prime target for a deck gun or if the second torp traveled far enough( Ive had it happen) you can sink her with just those 2 eels

-And like Arael said, on a warship, putting them right under the guns (again I like magnetics as they induce more flooding, just remember to set them about a half to one meter below the keel of the ship) AND most of the time will blow up their guns causing quite a nice explosion

General rule of thum though, aim for the smoke stack its the biggest bang for your buck, and usually right in the middle (if its near the back, making it risky that you could miss, aim up front so the propellers will push the ship under)

Hope I helped

Quote:
Originally Posted by frau kaleun View Post
There's a chart floating around somewhere that shows "sweet spots" for various ships. I don't have it but someone else can prolly post a link.

Personally I used to aim for the forward half of the ship, sometimes under the forward mast (if there was more than one). Punching a hole up near the bow seemed to help the ship flood faster, especially if she was making pretty good time... in theory the forward momentum would cause the ship to "scoop" more water into whatever hole I'd made. I found this seemed to work really well in heavy seas as well, although it often didn't result in lots of immediate fireworks it seemed like nature and physics would do the job eventually.

Lately though I've been trying to hit 'em just below the funnel, which has resulted in some pretty good fireworks and some good-sized ships going down after just one hit.

Also I understand that if a ship is armed and you can hit them below where the guns are, you've got a good chance of hitting an ammo magazine.

It also makes a difference whether you use a magnetic fuse or one set for impact. A properly placed magnetic will detonate when it passes directly below the keel of the target, or at least farther below the waterline than you can manage with an impact fuse (since the curve of the hull will often prevent a clean impact if you set the depth that low). Blowing out the guts from underneath can cause more immediate and catastrophic damage than just punching a hole in the side.

Everybody's prolly got their favorite spots to aim for, try 'em all and see what you like!
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Old 10-01-10, 03:14 PM   #20
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That link (nor the link to the community guide) is not working.
Strange, I've just downloaded them both

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I have seen the community manual somewhere that works, just can't find where. You could try Brag's links in his sig for tips.

And the FileFront link works fine, opens up in browser as a pdf.
Yep....just tested
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Old 10-01-10, 03:16 PM   #21
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Quote:
Originally Posted by frau kaleun View Post
There's a chart floating around somewhere that shows "sweet spots" for various ships. I don't have it but someone else can prolly post a link.
Shame on you....you should know better

http://www.filefront.com/13792872/shipchart.pdf

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Old 10-01-10, 03:27 PM   #22
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Quote:
Originally Posted by jimbuna View Post
Shame on you....you should know better

http://www.filefront.com/13792872/shipchart.pdf



It was late! I was supposed to be in bed! I wasn't even supposed to be here typing that reply! It's a wonder my brain was even functional at that hour on a weeknight!
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Old 10-01-10, 04:09 PM   #23
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Well, I think I figured out the ideal place to hit a large merchant. If you put a magnetic torpedo under the hull right at the break in the bow it will sink in about 10 minutes. So far I've hit two separate Large Merchants at that spot and both went down pretty quickly.
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Old 10-01-10, 05:04 PM   #24
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Quote:
Originally Posted by Arael View Post
Well, I think I figured out the ideal place to hit a large merchant. If you put a magnetic torpedo under the hull right at the break in the bow it will sink in about 10 minutes. So far I've hit two separate Large Merchants at that spot and both went down pretty quickly.
In rough seas, a shot of up front works very well (the downside being the iffyness of magnetics in rough seas). This holds true for almost every ship.

In calm seas, I find just under, or a shade aft, of the stack to work (with either impact or magnetic).

Large merchants are like dessert on patrols. Easy to hit, easy to sink. And you don't see 'em every day.
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Old 10-21-10, 07:52 PM   #25
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Been Busy at sea. This is very impressive that the people of GWX did such an awesome job on this. To be a historian and have the opportunity to experiance such realism,... it's fabulous. Anyway, why do my men like to take on split personalities, literally, when I surface. I sunk two English ships and when I went back to port had -120 Renown. I do not understand,......Yet.
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Old 10-21-10, 08:13 PM   #26
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Been Busy at sea. This is very impressive that the people of GWX did such an awesome job on this. To be a historian and have the opportunity to experiance such realism,... it's fabulous. Anyway, why do my men like to take on split personalities, literally, when I surface. I sunk two English ships and when I went back to port had -120 Renown. I do not understand,......Yet.
Did you begin your career in August 1939? If so, you may have sunk neutral vessels instead of enemy ones. The war will not start until Germany invades Poland on Sept 1, and Germany will not be at war with England until two days later on Sept 3. If you sank British ships prior to Sept 3 1939 they would not have been considered enemy vessels, but neutral ones. And unless you've edited the player renown settings in your game, you will lose renown for sinking neutral ships.

If the sinkings occurred after Sept 3 1939 and you still lost renown, it's possible that you mistook some neutral or friendly nation's flag for the British ensign. Mistakes happen, just like in real life. GWX removes the color-coding for friendly/enemy/neutral and IDing ships by flag and outline alone can be very tricky!
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Old 10-21-10, 11:23 PM   #27
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Another noob Q:

Did most of a career in stock, but now in GWX, I can't even operate at night due to how dark it is. Yes, I know its night, and it supposed to be dark, but it's still a game. Is there a way to brighten it up a bit at night? I mean my exterior camera is literally pitch black.
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Old 10-22-10, 12:35 AM   #28
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Possibly a gamma adjustment in your graphic card's control panel?

I used to complain that my nights were much too bright, but assumed it was because of my old CRT monitor. Now I have an LCD flatscreen, and it's still a little too bright at night.

So I'm not sure what the problem is with yours, and the above was the only thing I could think of.
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Old 10-22-10, 08:10 AM   #29
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Quote:
Originally Posted by Wulfgar44 View Post
Been Busy at sea. This is very impressive that the people of GWX did such an awesome job on this. To be a historian and have the opportunity to experiance such realism,... it's fabulous. Anyway, why do my men like to take on split personalities, literally, when I surface. I sunk two English ships and when I went back to port had -120 Renown. I do not understand,......Yet.
Quote:
Originally Posted by frau kaleun View Post
GWX removes the color-coding for friendly/enemy/neutral and IDing ships by flag and outline alone can be very tricky!
You can add the colours and tails (shows direction of travel) with this if you prefer to have them:

http://www.filefront.com/13913010/GWX-Contact_Color.7z
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Old 10-22-10, 08:27 AM   #30
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Another noob Q:

Did most of a career in stock, but now in GWX, I can't even operate at night due to how dark it is. Yes, I know its night, and it supposed to be dark, but it's still a game. Is there a way to brighten it up a bit at night? I mean my exterior camera is literally pitch black.
If you've got a nVidia card I think Shift+Page Up / Page Down adjusts the AA, and as a consequence of this it can brighten or darken your night.
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