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you have three officers to assign to targets (attack periscope, navigation periscope, hydrophone)
in map mode, you must select a target ship and assign officers (1-3), select another target ship and assign other officers
the only problem is to fire the torpedoes.
you must select the officer or one targeted ship, open the torpedoes box, fire and CLOSE the box to can change the targeted ship.
in Spanish, a Manual "automatic target" with 3 targeted ships and three Impacted ships :-)
https://steamcommunity.com/groups/uboatcervantino/discussions/0/1697221160910624775/
you can command an officer to the Obs-Peri, but no solution is calculated if the Attack-Peri is manned. Only with one Peri can a target solution be calculated.
Cheers Ruby
Are you sure?
obs peri with a officer targets a ? (Norwegian) ship (ship A)
https://steamcommunity.com/sharedfiles/filedetails/?id=1901002157
witn the attack periscope i target a Sweden ship in manual (blocked as target B in map mode)
https://steamcommunity.com/sharedfiles/filedetails/?id=1901002419
and see the map mode
https://steamcommunity.com/sharedfiles/filedetails/?id=1901002721
while i have used the attack periscope, the officer in obs periscope has calculated 72%
the officer in obs periscope (automatically) calculates while you use the attack periscope
i have (RE)tested this now
in a spanish manual By me
https://steamcommunity.com/groups/uboatcervantino/discussions/0/1697221160910624775/
THREE TARGETs in automatic (attack peri, obs peri, hydrophone) and Three Impacts
in game version b124
The obs periscope and attack periscope are different periscopes
you're right, sorry!
But that's wrong. There is only one TDC on the Uboat and it should only be used by one peri. The Attack-Peri has priority.
During the last tests the behavior of both peris was still correct.
I give the info the Devs. Thank you.
Cheers Ruby
I will just copy paste here.
"First ship you need either let game calculate for you or do it manually. I like to calculate myself using the tools avaible, for other 3 targets, you can enter same value manually for speed and heading, just click on the number field put the value you want and hit enter, the field will be green instead of brown indicating you entered manually. Only data you need to recalculate is the distance for each target, you can do either using the stadimeter again or the easy way using ruler in the map. The distance is in meters so If the target is at 1km the value to input is 1000.
To launch torpedos, click on first target, launch torpedo.
clear the launch box by closing it,
click next target wich you already entered manually the data, launch torpedo.
close launch box again, continue to next and so on.
Try to launch from from the farthest target to the nearest so the torpedos will hit with little time gap, that's important if the convoy is a 5 corvete fleet as after the first strike they will go alert and they change velocity and heading very fast.
P.S. to clear the manual value, click on the field you want to clear, hit del and press enter, the field must turn brown again."
Again, this is done manually not relying on officers, they are too slow. You must be operating the attack periscope too. Indentifying the first target is very important. Sometimes you don't need to wait the ship cross all the way from bow to stern to calculate speed, just use math calculate until mid ship and then divide the result by 2.
you can calculate the heading (not magnetic course, it is diferent, but the game use heading like course*) in map mode too
https://steamcommunity.com/sharedfiles/filedetails/?id=1839749709
the only value that you must calculate out of map mode is the speed. Distance and course with the tools in map mode
in spanish "manual para lanzar torpedos en manual para tramposos" (guide to launch torpedoes in manual for cheat"
https://steamcommunity.com/groups/uboatcervantino/discussions/0/3185654583887068088/
* i work with aircrafts
heading and course are diferent
example:
aircraft heading 0º with 100Kn: North
Wind E-W: 30kn (in sea "Nautical Drift")
Course: N NW, not North
Even if one of them decides to go in circles, your lock-on remains. That's not realistic by any means, of course, but it allows you to lock onto the entire convoy before you've fired the first shot. The machanic is definitely overpowered.
The lock-on mechanic can be exploited for easyer combat, but it's even stronger for ambushes. The tricky part is to fire your torps in a way that they'll hit multiple targets at around the same time (so they can't change course in time). If you manage to close in undetected and get that timing right, it's very effective indeed.
My current record is 4 transports in one volley. On another attack I managed to take out the 3 escorts before they could throw a single depth charge.
Btw, 100% lock on is not a guranteed hit. It's just the optimal current lead at the time you fire the torp + minimzed spread. You can still miss. If you're too far out, it's easy to get unlucky on the spread or miss due to an evasive maneuver.
At 600m or less though it's usually a safe hit for a broadside, even if they go zig-zag.
the name of manual is "manual para lanzar torpedos en manual para tramposos" (guide to launch torpedoes in manual for cheats"
https://steamcommunity.com/groups/uboatcervantino/discussions/0/3185654583887068088/
there are 3 guides for torpedoes in spanish forum
Manual (without cheats), automatic, manual for Cheats (with cheats, satellite-aided :-) )
Or can i just bring up a recognition manual, ID a ship for ship length, measure speed with stopwatch, observe AOB visualy and put all the data in the TDC, and fire by myself? Or do i have to use artificial systems that makes this more complicated like useing bots, locking ships and such to do this?
You have to lock the target, to fire to that target. Several ships can have the same velocity, course and distance in a convoy.