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#1 |
Watch
![]() Join Date: Jan 2008
Location: Ontario, Canada.
Posts: 28
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Hello again shipmates.
A quick question... is there a "game use" for the observation periscope? Or is it really just there for authenticity? Second question - with 1.4 I believe the fast/slow and contact/influence settings for each torpedo are now properly implemented. What are the actual in-game consequences of these settings? I am guessing the fast/slow setting toggles the 2 different speeds listed for a torpedo, and thus the range. But is there a difference in, for example, the visibility of the torpedo to the deck crew? How come I get the fast/slow setting for electric torps with a fixed speed? Also, what's the trade-off between influence/contact? Sorry to load this first question up with a lot of other "sub-questions" (groan) but the realism of the game (quite rightly) makes it hard to draw comparisons by eye. Cheers from the frozen North. Dave |
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#2 |
Let's Sink Sumptin' !
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The observation telescope is mostly chrome. However, I believe it's the only scope which pivots highs enough to allow you to do a complete air search and check for planes while submerged.
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#3 |
Silent Hunter
![]() Join Date: Apr 2007
Posts: 4,404
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The difference in fast/slow is not only range, but when using a steam torpedo it gives the torp more time to be spotted - and once spotted more time for the target to efade. However, this issue doesnt raise its head with the electrics as they do not have a "visible" wake.
As for the difference between contact and influence - oh man... Ok - contact is exactly that - if you dont hit the hull, it doesnt go boom. The influence setting is for keel breaker shots. Its designed to be fired under the target, explode due to magnetic field changes caused by the hunk of metal above it, and break the keel. Problem is - early war they were horrible - ran too deep, prematured really badly, etc. If you dont get a true premature, wait till you set a torp to influence and shallow - they tend to go off a bit before they hit the hull, meaning little or no damage to your target, yet even visually (thru a scope) it looks like an impact. Not to mention - keel damage was NOT implemented in the stock game. As for the scope - torplexed got it right, although let me add one thing. The scope is larger, so is supposed to have better light transmission so you can "see" better at night supposedly. Either can be used to attack a target. Just know that since the O-scope is bigger, its easier for the enemy to see. Check out NSM 4.0, keel damage has been added, and it also corrects a few other torp inaccuracies. Hope this helps clear up the questions - and Welcome Aboard!
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Good Hunting! Captain Haplo ![]() |
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#4 |
Medic
![]() Join Date: Jun 2005
Location: Notts UK
Posts: 163
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Hi DaveCrom01..
I think the other issues have been covered by CaptainHaplo and Torplexed but as to the slow / med speed setting still being there when you load up an electric torp.... believe this to be a bug when you have more than one type of torp loaded, if you had mk14s loaded as default then i believe it continues to think you have a mk14 in the tube rather than a mk18 etc when you reload from the stores. hope that helps.
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#5 |
Watch
![]() Join Date: Jan 2008
Location: Ontario, Canada.
Posts: 28
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Hi,
Thanks to all for the information! I will add it to my SHIV quick reference sheet :-) Cheers, Dave p.s Tauro, how is my old homeland? Emmigrated from Cumbria a year or so a go...
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Futures Trader and Silent Hunter Captain. Same skills, different arena. |
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