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回報翻譯問題
In some cases the torpedoes are more likely to hit if you use the levers on the targetting computer to keep the cross hair over the target dot.
A more complete explanation:
When you lock a target with the new system, the data computer attempts to track the trajectory of that target, it's ability to do so is dependent on the solution quality. The solution quality is affected by a number of factors, but most crucially the angle between the direction the submarine is facing and the target angle. A high solution quality may need no manual adjustment, but a low solution quality will drift from the actual target and you'll need to adjust for this error by using the levers to keep the target dot in the centre of the cross hairs. These adjustments update the torpedoes trajectory in real time via fly by radio.
Some ships will attempt to dodge your torpedoes and when this happens, you'll need to manually correct for this in the same way as a low solution quality.
All fired torpedoes will receieve the same corrected target solution until you lock a new target using the periscope or the solution is lost.
Torpedoes may still miss the target even if you keep the cross hairs over the target dot if you've not left enough room for the torpedo to maneuver, torpedoes are limited by their turn rate.
I guess you devs have played the silent hunter series and the things to do to get a good fireing solution are several. The computer there as it was irl is called TDC, targeting data computer. Target speed, angel on the bow, ship recognition and range was all nessessary to get a good hit. Is your version an arcade, unrealistic push of a green button and all is good? I want to know before I buy this.
The levels he refers to are manual steering levers you can use to course correct if the target maneuvers (or you had a poor solution), as if the torpedo were wire guided (which they weren't in WW2 you'll no doubt point out, but the devs here seem to be going for gameplace/accessibility over hard realism).
Hey Uncle Bob, IronWolf VR is an action submarine game so we've somewhat simplified the targeting mechanic. This means that we do not use all of the metric you list when arriving at a solution quality. Additionally, we allow players to alter the course of a torpedo while it is in the water to correct for a bad solution.
Is that assuming maximum range? (3000m i think)
In late war years WWII had accoustic homing torpedos and torpedos that followed a pre-programmed zig-zag pattern after a set time limit. Why not implement those realistic Torpedos if you want to make it easier for beginners to hit something instead of implementing modern day hardware in a wwii submarine?
That's like swapping the AA gun for a guided missile launcher. :-/
Or like i said, just implement a realism setting. "Fantasy Torpedos On/Off" :-)
I had assumed that this was just something added for game play.
What you most likely saw on the USS Razorback were fire control upgrades, years after WW2 ended.
From a website detailing the Razorback:
"...GUPPY Conversion
Razorback was decommissioned on 05 August 1952 in order to undergo conversion and modernization under the (Greater Underwater Propulsive Power) “GUPPY” program.
Read a copy of the program from a party held in June, 1952 for Razorback’s Decommissioning, including a complete crew list.
The GUPPY program was developed by the US Navy after World War II to improve the submerged speed, maneuverability and endurance of its submarines. The modifications were made at the Portsmouth Naval Shipyard in Kittery, Maine, where she had been built just eight years before. Many technologies had advanced in those eight short years. The world had also changed and both the technological changes and the geopolitical changes had a direct impact on submarine operations and submarine design..."
My point is that during WW2 it wasn't possible to remotely guide torpedoes after launch (I could be wrong of course), therefore the 'controls' you saw on the USS Razorback were likely 'upgrades' added AFTER WW2 ended as technology improved.