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Old 07-23-05, 11:50 AM   #1
cyrusthevirus
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Default Unrealistic or cheat..?

I played the Kilo demo mission today. Everything seems to be fine.

I classified most of the contacts, and since I classified the hostile contact I was looking for ( Cargo ship) visually, I waited a while
in order to place myself in the "right position" to strike and hide.
After I shot 2 torpedos( and units where running normally) I was waiting to see them hit the target. And there it was: Shortly, before the torpedo
impact, the Target itself accelerate its speed, and the torpedo wouldn`t hit.

Is this an unrealistic behavior or even a cheat?

Or could a target like( a cargo ship) be able to either accelerate it speed to such an extend that a torpedo was unable to catch it /and can a cargo ship detect a torpedo...?

Or do I have to use a different tactic to engage such a target?

Thanks for answers,

Cyrus
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Old 07-23-05, 11:58 AM   #2
mike_espo
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I played the Kilo demo alot before I purchased DW. Never saw that kind of behavior :hmm:

If true, it would be great.....more realism!
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Old 07-23-05, 12:33 PM   #3
TLAM Strike
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There was an OHP escorting the target right? Ships on the same side share "link" data- so basically the OHP told all friendly forces about your torpedoes and they acted accordingly (IE by trying to evade them in this case).
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Old 07-23-05, 12:33 PM   #4
Ula Jolly
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That ship is in a formation with a Perry, which shares the information it receives. You should have seen both vessels speeding their asses off, at least the Perry maneuvering about a little. How fast was the bugger moving?
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Old 07-23-05, 12:45 PM   #5
XabbaRus
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Oh talking about torps on the Kilo

I was using teh wire guided versions...

They enabled, and then I went to pre-enable. When I enabled them again after stearing them into a better postion they just went AWOL so I pre-enabled and they stopped responding to direction commands.

Happens all the time with those torps on the Kilo.
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Old 07-23-05, 01:36 PM   #6
TLAM Strike
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@Xabba: Where you using the PLAN Kilo. Her TEST-71ME-NK torpedoes can only be given one target, once the torp is enabled it will only track the target it locks on to and can't be locked on to another diffrent target (Althogh it will lock on to CMs). In other words once its enabled its a fire and forget weapon tethered to your sub.

Cheap POS torpedoes.
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Old 07-23-05, 03:49 PM   #7
cyrusthevirus
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Quote:
Originally Posted by TLAM Strike
There was an OHP escorting the target right? Ships on the same side share "link" data- so basically the OHP told all friendly forces about your torpedoes and they acted accordingly (IE by trying to evade them in this case).
Okay, this makes sence to me know..., I think I will try this one again, and as soon as I have classified the target in question, I will run a torpedo straight away.
Though I must say it is a difficult one since this particular misson is to be run
in shallow waters... extremely difficult to escape

Thanks
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Old 07-24-05, 11:20 PM   #8
MaHuJa
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I usually advice launching from within such a distance that even if they turn tail and run they can't get outside the torpedos range before it's gotten them.

The kilos weapons run out at ~10nm.
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Old 07-25-05, 06:39 AM   #9
Ula Jolly
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Quote:
Originally Posted by cyrusthevirus
Quote:
Originally Posted by TLAM Strike
There was an OHP escorting the target right? Ships on the same side share "link" data- so basically the OHP told all friendly forces about your torpedoes and they acted accordingly (IE by trying to evade them in this case).
Okay, this makes sence to me know..., I think I will try this one again, and as soon as I have classified the target in question, I will run a torpedo straight away.
Though I must say it is a difficult one since this particular misson is to be run
in shallow waters... extremely difficult to escape

Thanks
You can spend a long time on this mission without risking anything. Sit still at three knots and allow yourself to get a master on all the contacts out there (make sure the bloody TMA is on auto). If you're really lucky, you can fire a torpedo with such timing that it crosses the path of a freighter. Depending on the enable range of the hostile torpedo, it might consider this freighter a tasty one. However, the problem applies for you too, so remember to keep the distance set to... well, work out the distance to the freighter yourself.
Load up one or two of mines, and use these as decoys. Preferably two, strategically located when you fear the FFG is coming towards you for nastydoings. Remember to always keep a good Master of the FFG. Seeing as it is the fastest, that should be easy if you manage to track its speed in the DEMON. It can't launch much at more than 10 nmi, so if you manage to get it to evaid to the south, you should be safe. What it WILL launch, though, is the fuggin' chopper. After you're sure the torpedo(s) will hit the cargo, you can either take evasive action or sit still.
Spread out some decoys as you leave at six knots, then another pair just before you make a sharp 90 deg turn. It's important not to allow the enemy to keep a clear track of you, so at >9 nmi, behind a smokescreen of two to four decoys, plus two mobile mines, and at 3 knots, you're invisible. He has a decent bearing, so the chopper can fire torpedoes that will make you wet yourself, but that's why watching the ESM will become your most important task.
(Keep it raised at all times, seeing as it until 1.02 will be invisible on enemy radar )
Once you get a good bearing on the incoming Seahawk, let it fly for thirty seconds before you take evasive action again, depending on what you see in the periscope, if you are to use that.
On that mission you're at 17m depth, and shouldn't need to go any deeper. As soon as you figure you have a good distance to the helo (2km or so, which is also a good range to drop torpedoes), pop up (preferably behind it) and shoot its ass off. Once up, don't stay there. It takes the frigate about fifteen seconds to ready a missile on you. Fifteen seconds is a looong time, so you should have the ability to shoot the helo by that time. After fifteen seconds, the missile may be half-way or longer, and it's time to pop down.
But of course... in that mission you are to only kill off the cargo ship.
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Old 07-25-05, 01:18 PM   #10
Wim Libaers
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Just turn quick launch off, then the frigate is not likely to get its helo in the air fast enough to cause you much trouble. Of course, you can't launch very far either, but you have six tubes ready from the start, and that's much more than you need if you have a good solution. Fire a wakehomer at the cruise ship and one at the FFG, then leave. The FFG will probably be able to evade using its speed, but it'll be too distracted by the torpedo to hunt you down. It will try shooting you, but if you kept sufficient distance before firing the enemy torpedoes will run out of fuel. And by the time his helo is in the air, you're gone.
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Old 07-25-05, 09:49 PM   #11
Hartmann
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I made this mission first running to deeper waters, and after launching two torpedoes to the cargo ship. the ffg counterattack and sink a neutral cargo ship by mistake the other torpedo followed me but in more deeper waters i managed to run away and launch countermesures.

in very shallow waters there are the problem that the sub is limited to 10 knots or less...
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