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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
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In what situations would someone use a fast torp over a slow or medium?
Even if its a slow torp doesnt the TDC adjust the lead of the target? Im also using auto targeting(just for AOB) but slowy switching to manual. What kinds changes are there between the two? Can any one recommend any good mods that have navigation tools also when does the allies start using the convoy system? thanks Last edited by microlime; 06-22-10 at 07:43 PM. |
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#2 | ||||
Eternal Patrol
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#3 | |
Pacific Aces Dev Team
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As a side note: germans didn't start using the fast torpedo speed until 1942, when their pistol and depth keeping problems dissapeared, as faster speeds seemed to unbalance the torpedo too much and make it prone to miss (Source: Clay Blair's "Hitler's UBoat War").
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#4 | |
Ocean Warrior
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![]() After all these years playing the game I never considered that! sure,I may have read about it happening for real somewhere (in one of my books) but never considered it happening in game,in fact,I use fast setting all the time (from no more than 1000m) and have never noticed problems with the torpedo run due to fast setting. Cheers Hitman.
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#5 | |||
Sea Lord
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Since steamers can be spotted, you want to use the fastest speed you can to minimize the target's chance to react, while still having the range to hit your target. Quote:
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Except when pressed by need, I try to set up all my shots with my u-boat 90 degrees to the target track. By doing this the target range is irrelevant. Search these forums for the "Fixed Wire" method of manual targeting. It is simple. Steve |
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#6 | |
Pacific Aces Dev Team
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#7 | |
The Old Man
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![]() Maybe another "personal option" to add to the list. ![]()
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#8 |
Silent Hunter
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Another reason to choose a slow speed torpedo is that the amount of lead required is bigger. If you are in a position across a convoy track and want to hit a target a couple of collumns deep the bigger lead might prevent a really long target (in a closer column) to act as 'bodyguard' for the intended target. Small lead could allow it to catch the torpedo by means of it's bow sticking out. A counter-argument however is, usually the longest ships are the heaviest and therefore the most tonnage/renown. It just gives you some more margin of error. Allways usefull in tense periods like these.
And the torpedo takes longer before it goes boom, so you also have more precious seconds to get down below or get out away on the surface.
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#9 | |
Eternal Patrol
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#10 |
Torpedoman
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Just be aware of the TDC torpedo speed glitch. Always click on the speed knob when dealing with torpedoes, even if there is only one speed to choose from. For some reason the game will use the wrong speed for the lead calculation, if you don't always do that.
http://www.paulwasserman.net/SHIII/ Fast 90 instructions are probably the easiest way to understand how manual targeting, works.... With the fast 90 technique you're predicting the 90 degree AOD.... and working backwards from there, which makes the overall process a lot easier. And GWX added compass makes calculating bearings much easier than using a calculator... I don't know if you're using GWX, though. Fixed wire is a way to calculate the speed of a given ship by knowing the ship's length and plugging it into a formula.... that involves time. (will need a calculator, for this...). I don't remember the formula. Anyway, it eliminates the need of having an accurate ranging distance. Which happens to be the hardest thing to do in the sim, due to the recognition charts of mast heights being so hard to depict, the errors of constantly bobbing, the awkward aiming controls, and other such things. Last edited by Threesixtyci; 06-23-10 at 05:06 PM. |
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#11 | ||
Medic
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