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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: May 2006
Location: Niskayuna, NY
Posts: 482
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So I've been playing a lot of GWX with 100% realism lately... full manual targetting, etc. I haven't even given myself the external camera, simply because I know I'll abuse it (no matter the pleas from the right hemisphere of my brain clamoring for the eye candy).
Obviously, this makes manual targetting really, really hard. It's not too hard to figure out when I got the shot right (Boom! ![]() Sitting at the 'scope, you can't see this. Once that fish is let out of the tube, you can see the wake for all of a few seconds... and you've got no idea what it's doing as it approaches the target. Next time you fire one off (assuming you're submerged, of course), hop on over to the hydrophone station. Swivel that head over to the direction of the torpedo, and you'll be able to hear the high pitched whine of the torpedo. You should also be able to hear the deep thrum of the target's engines. Assuming you've got the range correct, the sliding stopwatch should tell you when the fish reaches the target. By listening to the torp's whine, you can tell whether it's left or right of the target. Obviously, if the sound of the fish is to the left of the target when the stopwatch declares it should be hitting, then you probably missed to the left. Same goes for the right. If it duds or hits the rounded part of the hull, you'll hear a sharp bang as it impacts but doesn't explode. If it sounds right on, but doesn't bang or explode, you probably set it too deep. All this is kinda fudged, keep in mind, since the sound of the target and the torpedo isn't exact (though you can get a good grasp of where the sound is by locating the center of it, if that makes any sense). It also assumes you have the range to the target correct. |
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#2 |
Ace of the Deep
![]() Join Date: Oct 2006
Location: Los Angeles, Ca
Posts: 1,142
Downloads: 267
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LuckyOne,
You have found total immersion...The Real World. Just think if your a Sub Capt. What do you have? 1,) your face glued to a periscope.....Waiting for impact, 2.) forward torpedo room has told you that the torpedoe is away... 3.) Sound is going to tell you that the torpedo is running hot, straight, and normal... 4.) your stopwatch is telling you time to target... 5.) Time ticks away...the only person on that boat that know what's happening is the soundman (sonar) He hears all, knows all... So unless you see impact, the sonarman has the answer. And by doing what you did you have opened up a new world to the 100% realism guys... OUTSTANDING .....GOOD HUNTING...Bdu
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#3 |
Navy Seal
![]() Join Date: Nov 2006
Location: Docked on a Russian pond
Posts: 7,072
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Excellent obsevation. Can't wait to listen to my next torpdo shoot
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Espionage, adventure, suspense, are just a click away Click here to look inside Brag's book: Amazon.com: Kingmaker: Alexey Braguine: Books Order Kingmaker here: http://www.subsim.com/store.html For Tactics visit:http://www.freewebs.com/kielman/ ![]() |
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#4 |
Chief
![]() Join Date: Jan 2007
Location: U-33. Depth Charges...sinking..
Posts: 325
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My friend,
it appears you have finally understood that the bamboo reed bends, but does not break when buffeted by high winds. So too has your mind adapted to the question which has haunted man since the dawn of SH3: If you fire a torpedo but do not hear it hit...was it ever really fired? ![]() It appears the student is now the master...
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The new-moon night is black as ink. Off Hatteras the tankers sink. While sadly Roosevelt counts the score-- Some fifty thousand tons--by MOHR |
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#5 |
Watch
![]() Join Date: Jan 2007
Location: u.s.a
Posts: 30
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i use 95% realism but die alot,lol. well if you use TDC cam zoomed in you can see torpedo hit miss or bounce off ship,hope its not considered cheap, i kinda figure its like sonar
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#6 |
Ace of the Deep
![]() Join Date: Oct 2006
Location: Los Angeles, Ca
Posts: 1,142
Downloads: 267
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nice try SeaSnake. But the 100%ers ain't gonna buy that....
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