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I made this tutorial i think this tutorial is easy to understand and clear as crystal.
https://www.youtube.com/watch?v=C1MBoXoK5Ys
I am amazed, with all the access to history on this, you rely 100% on a useless web sight for infomation of how the crisis torpedo and only one way to work sinks anything. That is out standing. I wouldn't waste my time directing you to anything. You just make up more excuses. I did nothing wrong, I had no issues. My men had promotions and medals, and so did I, and I never had the SH3 commander because I never knew it exsisted on till latter on after I already picked up the second DVD years after the first release.
So you can go on like a broken record. I finshed the main campain as a Type 9 Captain. I survived the war till the end. You can't be doing something wrong and not make it. Who in reality continues doing something wrong and make it? Can't even do that in the autoMech feild.
As for the realism settings? That is a joke in itself.
These are set true because why not, even tho they are wrong too, mainly Battery and Fuel, fuel being the most.
LimitedBatteries=true
LimitedCompressedAir=true
LimitedO2=true
LimitedFuel=true
I see no point in setting this to true, boat gets destroyed at the drop of a pin, so I see no major differnce on or off... Either way you going to get the magic bubble pop syndrom anyway
RealisticVulnerability=false
Why not. Not going to matter any how, because the magic bubble pop syndrom and your all dead anyway..
RealisticRepairTime=true
I use this now after I made the changes to the torpedo and Zone config..
RealisticShipSinkingTime=true
I am unable to do all this and keep up with it, and that is just too dam bad, that is why you have a weapons officer, that is his job on the boat..
ManualTargetingSystem=false
Like I am going to spot a vessel, track it, and not mark it on my map.. Yeah ok... ohh make it harder...
NoMapUpdate=true
Pertty much none of them, seen it already in the editor verses what I looked up, but to heck with it..
RealisticSensors=true
Never, I already run into this problem once in a while as is with out it, this is just a player thing, I know better than that...
DudTorpedoes=false
Why not, by the time you sink a few, that destroyer is coming anyway, everyone is evading, and you have to go to silent running, unless you sneek in, but the destroyes are looking for you, so really, loading time dosen't matter is it takes longer. It the loading time right? have no ideal..
RealisticReload=true
Have no need for this, more exciting to get that coffin feeling and guessing..
NoEventCamera=true
NoExternalView=true
NoStabilizeView=true
NoNoiseMeter=true
He has a job to do and that is all to it..
NoWeaponOfficerAssist=false
Most important thing is proper positioning. Without a decent position, you can have as good an aim as you want to, and won't get many hits (unless you disable duds...). And with auto-solution, you allways have a good aim - so a good position is even more important, in comparison.
Make sure the torpedo impacts the ship coming 90° from the side. That will both offer the largest target, and the greatest chance the impact fuse will work. Probably the most important thing. Generally, it will also reduce the effect of evasive manoeuvres (compared to shots from front or back)
You want to reduce the gyroangle (how far the torpedo has to steer after being fired - 20-30° should be fine, especially at short range. But it gets less accurate further out). The gyroangle the torp has is shown here: https://i.imgur.com/lYQxCsu.png
(Obviously, 350° counts as 10° for our purposes, and is still totally fine)
https://i.imgur.com/OE2JUsU.png
Big black is the target, big red the target-position at impact - nice hit at 90°. You'll notice the "torpedo" in the illustration flies straight out the bow of the sub, without aiming much - that's what's meant with "keep a low gyroangle".
Used the top-right to show the difference between impact-fuse and magnetic-fuse. Magnetic fuse needs to be set to a greater depth than the target's draft, so it can explode beneath the target. Impact should be a bit higher, so a it doesn't bounce off the bottom. (draft is found in the identification-book https://i.imgur.com/6v1hAXa.png )
Also, you can open the torpedo tube with "Q". This will reduce the delay before the torpedo is fired, slightly increasing accuracy against moving targets.
Setting depth and such can be set here: https://i.imgur.com/XahwjVl.png
Most is a case of "does what it says on the tin", and clickable.
Speed is "slow - medium - fast". I don't think I've ever intentionally shot a slow torpedo - slow torpedos have more range, but even fast torpedos have several km range. So set that to "F". That will help with hitting despite evasive manoeuvres.
However, only steam-propelled torps have a speed setting. If you want to be "stealthy", you're stuck with slow torps.
Pistol (fuse) is "I" for impact or "M" for magnetic. You can use either - if you have duds enabled, magnetic has a chance to trigger early, and do no damage. But if it does hit (and the depth is set correctly), it'll do much more damage. I just tried, and got the C2 Cargo in the tutorial with one hit in the middle. The thing broke in two.
In the lower half of the red box, you have options for torpedo fans. The middle "T - S" is "Torpedo - Salvo". Switching to salvo will change the tube-selection to allow you to fire several tubes at once - salvos of 4, 3, or 2 torpedos at once (and from different combinations of tubes). It will also unlock the right-hand spread-angle selection - this will change how far the torpedos will be spread out.
Fireing salvos can greatly increase the chance of a hit, especially against evading targets. But you may also waste many torps like that.
It mainly means your tube in relation to the ship is good. While that means you're giving the torp less to do travel wise (turning mainly) it's - as you found out by now - not always going to be a winner. If the enemy ships get wind something's up then they can speed up or slow down and throw the shot off.
Generally always a good idea to adjust depth yourself as the game doesn't do it (at least not well) for you.
Thanks again. I watched some of your vid, but frankly much of it went over my head. I need to learn how to destroy ships with automatic solutions before I try manual solutions. I can at the moment only destroy the occasional ship using only an automatic solution!
With automatic solution you select a target and press the red button, so much suspens.
http://steamcommunity.com/sharedfiles/filedetails/?id=1346127049
It's about 250-300 meters for arming distance.