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Old 05-06-10, 12:40 AM   #1
VonGlaus
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Default Dragster Battleships

Just gotta vent. Every once in awhile this game ticks me off.

Just got my spiffy new radar that alerted me to a couple stationary targets or Rabaul. Spent a couple hours creeping in (still S-boating). Got to just under 1,000 yds and raised scope. Holy East Toledo, Batman, it's a battleship! Lined up all 4 forward tubes and let them go.

All shots fired starting at just over 900 yards. All high-speed. The battleship spotted the first wake and went from zero to 60 in warp time: All 4 shots missed astern. WTF? I was looking for skidmarks in the water.

Time to take a break from the game, if it's affecting me this much. Everything else about TMO I love. But rocket-propelled battleships just don't work.
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Old 05-06-10, 01:31 AM   #2
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Try webster's ship manuever fix. It will help. I feel your pain. I have not completed one mission with any mod since owning the game and playing vanilla. I had to drop a spy off and after a week of trying i just rammed the sub on shore and did it the old fashioned way...destroyed the sub and the spy never got off lol.
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Old 05-06-10, 10:18 AM   #3
Keelbuster
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I've noticed this with BBs and cruisers. They really gas it when they see a torp wake. I try to take this into account when attacking - usually I'll fire one torp dead center, and knowing that they will accelerate when they see this one, I send the others with a rather large lead angle - say 2 degrees and up for the remaining five torps. This way when he thinks he's dodged the first torp, he lines himself up for the remaining ones. Another way I handle this is by inputing a higher speed into the TDC. If he's travelling 12 knots, put in 14 or 16 maybe. Mind you, I'm not sure if a BB will reverse at the same speed to avoid a torp. Anyway, the method of spooking him with one and flushing him into the others works for me.
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Old 05-06-10, 12:14 PM   #4
Sailor Steve
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It's an old problem in SH3 and SH4 - all ships accelerate way too fast, including your boat. Realistically any ship at a dead stop is not going to be able to get out of the way of an incoming torpedo.
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Old 05-06-10, 01:15 PM   #5
Armistead
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It's not a problem if you deal with factors..

The calmer the waters, the easier they see torp trails.
Night or day, fog or clear...bad weather is good for you..


They slow down more than they speed up. One problem using the stad is you shoo middle the target. Your first shot needs to be right at the front or in front of, that will hold him so your other shots will hit. With practice you'll hit them all.

That's why unlocking a target and shooting by the wire as the ship crosses is much better, you aim at spots. Do this by using vector, Okane, ect..or just once you have all the info by stad, unlock it , click a bearing in front and shoot at spots as he crosses the wire.

Not sure if Webster has a man. fix for TMO that works as it should yet...
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Old 05-07-10, 12:48 AM   #6
VonGlaus
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Oh, I love the O'Kane method, I use it all the times. But this guy was sitting still, not moving at all.

I guess I'll have to try other mods over top of TMO.
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Old 05-10-10, 08:11 PM   #7
clayp
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Just had this happen with a destroyer...He was dead stopped I closed to 3000 yrds and fired 2 torps and in less than 2 secs he was going 38.........This needs to be fixed!!!!!!
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Old 05-10-10, 09:32 PM   #8
SgtSabre
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Quote:
Originally Posted by clayp View Post
Just had this happen with a destroyer...He was dead stopped I closed to 3000 yrds and fired 2 torps and in less than 2 secs he was going 38.........This needs to be fixed!!!!!!

It has been, for the most part. Use Webster's Ship Manuevering Fix. It's still a bit of an issue even with that mod. Not nearly as bad as stock, though.
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Old 05-10-10, 10:20 PM   #9
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I am using that mod...
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