UBOAT
Teikai Sep 11, 2021 @ 2:49pm
The Funny LUT and FAT Torpedos
The lut and fat option on torpedos destroyed my game xD
Cant use them anymore because mostly they shortly after the shot on search tour, or better if you are not to close to a target a few sec before the torpedo would hit it evades the ship xD
I mean i have seen T5s do 180° turns and aim at me after shot (and no didnt hit myself the torpedo just phased through me) but atleast i could power off my engines and he worked again, but because the most torpedos now LUT or FAT i can only use crappy ones or miss with 70% off them
Its great to shot miss and maybe still hit something through FAT or LUT search moving but its stupid to not hit anymore in first place because of FAT or LUT.
By the its really funny to see the torpedos aim at the center and you are sure to hit and then the torpedo so: Nope!
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Showing 1-13 of 13 comments
Teikai Sep 11, 2021 @ 2:55pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=2599564271

Marker 1 is course on target
Marker 2 is moment of Nope!
Last edited by Teikai; Sep 11, 2021 @ 2:57pm
ExParrot Sep 11, 2021 @ 2:55pm 
You need to know your distance to target, and set the run length on the pattern torps to longer than that, with the turn direction set to go back against the convoy. So if you have range 1500m, set the run length to (say) 1700m. Longer if they're chasing the target at a shallow angle. They don't increase your chances that much, but they do make some difference: just yesterday I had one that missed on the initial run, but on the third turn back hit my original target.

As for the T5s, get Salamander's Realistic T5 mod.
Teikai Sep 11, 2021 @ 2:58pm 
Originally posted by ExParrot:
You need to know your distance to target, and set the run length on the pattern torps to longer than that, with the turn direction set to go back against the convoy. So if you have range 1500m, set the run length to (say) 1700m. Longer if they're chasing the target at a shallow angle. They don't increase your chances that much, but they do make some difference: just yesterday I had one that missed on the initial run, but on the third turn back hit my original target.

As for the T5s, get Salamander's Realistic T5 mod.
i let the crew handle all that... im here to play video games, not for enlistment
Teikai Sep 11, 2021 @ 3:00pm 
Originally posted by ExParrot:
You need to know your distance to target, and set the run length on the pattern torps to longer than that, with the turn direction set to go back against the convoy. So if you have range 1500m, set the run length to (say) 1700m. Longer if they're chasing the target at a shallow angle. They don't increase your chances that much, but they do make some difference: just yesterday I had one that missed on the initial run, but on the third turn back hit my original target.

As for the T5s, get Salamander's Realistic T5 mod.
i dont even know where to do all that xD
VipreRX Sep 11, 2021 @ 3:04pm 
I find that bumping up the autoselected initial run distance a couple notches prevents the short turns. Once you get the hang of them they become very useful.
ExParrot Sep 11, 2021 @ 3:10pm 
Originally posted by Teikai:
i dont even know where to do all that xD

The T5 mod is here. It makes the T5 much less powerful - it can miss - but it also means that you can target it, and it is almost guaranteed not to immediately turn back and blow you up if you forget to slow down before firing.
Teikai Sep 11, 2021 @ 4:28pm 
Originally posted by ExParrot:
Originally posted by Teikai:
i dont even know where to do all that xD

The T5 mod is here. It makes the T5 much less powerful - it can miss - but it also means that you can target it, and it is almost guaranteed not to immediately turn back and blow you up if you forget to slow down before firing.

i mean the whole set up of torpedo settings like run length, turn direction etc.
I know how mods work and how to find them but im content with the original game
VipreRX Sep 11, 2021 @ 8:29pm 
Originally posted by Teikai:
i mean the whole set up of torpedo settings like run length, turn direction etc.

It's on the torpedo launch screen, bottom left. For FAT it shows "Left/Right" and below that initial run distance, for LUT it shows "Left/Right", Angle, and initial run distance.

Whatever you see there click three times to increase the distance and you should stop having issues.
Last edited by VipreRX; Sep 11, 2021 @ 8:30pm
Teikai Sep 12, 2021 @ 12:56am 
Ah im just Blind.
_Tl4l0C! Sep 12, 2021 @ 7:18am 
To me also i wish i would not have researched this crap with LUT and FAT. I was actually about to make screenmovies about how ridiculous these are moving on their routes. Basicly i end up with extending the minimum range and use them without this "KI". Actually i fired this in whole convoys and there is not hit at all, either LUT or FAT. Actually this snake pattern of the FAT went through another ship. Guess thats bugged still.

The Zaunkönig T5 btw. feels screwed, this was much better in b128 and for sure changed its behaviour.
Maxwell Sep 19, 2021 @ 10:16am 
Honestly wish there was an option to turn off the LUT or FAT, I've tried so many things, like setting the distance to infinite and beyond, or setting the angle to 0º, and nothing works, my torpedoes keep doing a 90º turn to the left or right when I shoot them
VipreRX Sep 19, 2021 @ 10:28am 
You have to be imputing something wrong or it's a bug. Best option is just don't research them.
Stompinstu Sep 25, 2021 @ 3:35pm 
http://www.uboatarchive.net/KTB/KTBNotesArmamentCumulativeEdition.htm
the last page shows a diagram of how I've been trying to calculate the angles for teh Lut torpedos... but it may not be accurate, because I cant seem to get anywhere with them. Only thing I havent tried is using my actual heading degrees to calculate the turn angle...
anyone able to turn LUTS in the right direction? HOW?
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Date Posted: Sep 11, 2021 @ 2:49pm
Posts: 13