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#1 |
Ace of the Deep
![]() Join Date: Jul 2002
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Okay, everyone knows that when shooting multiple targets, it is wisest to try set up for simultaneous impacts. Otherwise, your second and third target may maneuver out of the way as part of an SOP (standard operating procedure) before an impact takes place.
Typically, this is achieved by aiming for the most distant target first and possibly delaying the launch on the closer target. I was curious if anyone perhaps accomplishes this by setting their fish at different speeds. My current situation is I have two merchants (one after the other). I am thinking of launching a slow fish at the first merchant and fast fish at the second. Part of the goal behind this is to try to keep AOB of the shot for both ships close to 90 degrees without having to shoot from a great distance like 3000M. I would still like to shoot at 1500M or so. Thus, this variable speed launch should allow the trailing target to actually close the gap with the leading target when compared to a salvo of identical speed war shots. Comments?
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#2 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: Netherlands
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yes this can be done, although I did get a bit lucky
![]() if you do this I find its generally best to fire the steamers at medium instead of fast unless you're real close to your target (within 800m) otherwise the TI will overtake and hit too soon works well if you're doing night-time surfaced attacks ![]() |
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#3 |
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
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Not sure if it helps at all, but what I would do is just shoot the first one with impact at 90 deg AOB, and the second one immediately after with magnetic torpedo at any given AOB. Or I'd just make another approach for the second one, if I considered it's going to be achievable.
When they go in a line (one follows another) it's hard to hit them simultaneously being close and at 90 deg. AOB at the time. Thus you have to choose. Waiting for the another to close is not to be considered as a good option, as he is likely to do a sharp turn as soon as the first is hit, not only to evade the attack, but first of all to avoid collision. If you are in a medium distance, like 1-3 km, you can still try to hit them simultaneously with impact torpedoes, just let the leader pass the optimal point and shoot when they both need the same torpedo turn (one left, one right). The advantage is that the hits will be very likely simultaneous then.
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
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#4 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
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I've been thinking about this also, but haven't ran into a convoy yet. (type2 north-sea player) So can't say anything practical about it.
There is however somthing to be aware of. SH3 has a bug in the TDC controls in that it doesn't update the torpedo-speed setting in the TDC when you switch to a different type torpedo. So you might fire at the wrong gyro-angle if you do this. The solution is to click on the torpedo speed button after selecting the other tube even if it only has one speed possible. See the GWX(2) manual 'known issues'. |
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#5 |
Navy Seal
![]() Join Date: Nov 2006
Location: Docked on a Russian pond
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I only use electrics
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