View Single Post
Old 10-02-17, 10:05 PM   #13
azanimefan
Nub
 
Join Date: May 2015
Posts: 2
Downloads: 19
Uploads: 0
Default

Quote:
Originally Posted by Fenix View Post
I've logged a few hours with CW and I'm having a lot of fun so far. I am a new NFO in the Navy and have a little knowledge on actual sub prosecution (from the air, however) that I wonder if I can apply here. The firing solution is improved in the game by refining one's sensors but I wonder has anyone been able to do things the old-fashioned way?

How accurate are those yellow bearing lines that sometimes shoot out to your ship on the map? And are there any in-game ways to apply marks with times, bearings, etc. to start to build a manual track? Maybe mods? Any kind of TACAIDs would be better than nothing. Also, for farther engagements, it would be important to know the speed of the torps themselves to lead the target. I think the active sensor ranges are given but I don't know how fast they each are. I'm sure I could run some tests but if it's out there already, I'd appreciate a reference.

Has anyone had any success prosecuting subs like this? I have my whiz wheel and a notepad and I'm ready to nerd it up! Really enjoying the game so far but I want to practice operating old school in the future.

Forgive me if this has been addressed already. I tried searching and found a lot of good info but I couldn't pin this down directly.
I sink half the escorts I fight by torpedoing down a yellow active sonar ping. Set the torpedo to surface search, and passive search (not active, surface ships are way too noisy to bother with pinging) then let it go. If I have a poor idea about distance i'll let it run for a few hundred yards, then manually steer it to keep it on the yellow ping bearing. eventually it will find the surface ship and finish it off. very easy to do it this way. Do the same thing to subs I didn't notice who suddenly ping. only those get the active search from the torpedo. pretty easy.
azanimefan is offline   Reply With Quote