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Torp Tracking And Sonar

Posted: Sun Feb 15, 2004 6:15 pm
by MajorMajor
I am sure this has been mentioned before but one thing that I've really missed is some way to track your own torps (aside from doing the math, I did not buy a game so I could do math for "fun").

I really hate it when a few minutes after I've launched a volley, I figure I missed so I launch a few more only to have the first torps hit a few seconds later.

Either having a torpedo blip (or better yet a line something like Aces of The Deep) or at the very least a stopwatch or timer so you can more accurately gauge whether you've missed or whether your fish just haven't made it to the target yet.

My second thought is to have the option for surface ships to switch off their sonar so subs cannot track them as easily. This would allow one destroyer to keep sonar on and stand off, tracking the Sub from a distance, and direct another ship to move slowly into place with sonar off and hopefully catch the U-Boat by surprise. Of course, this is assuming that Subs in the game can track attacking ship by its ASDIC.

Anyhow just my two cents, I love the game and am eagerly awaiting the upcoming patch and multiplayer.

Keep up the great work guys enigma!: !

Oh and just a link to a fun game that may or may not help ASW Squadrons in multiplayer.

http://www.bbc.co.uk/history/war/wwtwo/lau..._atlantic.shtml

Torp Tracking And Sonar

Posted: Mon Feb 16, 2004 2:07 am
by blase
I definitely agree with you - we could really use some way to track torpedoes. Perhaps a blip on BTAC would make it even more messy ;) but maybe we could just set the range we want our fish to run and that would start an ETH countdown ..

Anyway, yes it is frustrating. Keeping track of fired torps, while evading the incoming ones, shooting guns and switching targets is just... ehem... tricky.

enigma!:

Torp Tracking And Sonar

Posted: Wed Feb 18, 2004 2:31 am
by Fragger
In real life hydrophone officers could keep track of the torpedos it would be cool if they had a 1 in 50 chance of the torp screwing up

Torp Tracking And Sonar

Posted: Wed Feb 18, 2004 6:16 pm
by East
In the patch there are timers for each torpedo fired letting you calculate hits and misses (and speed variance...)

Torp Tracking And Sonar

Posted: Wed Feb 18, 2004 7:18 pm
by MajorMajor
In the patch there are timers for each torpedo fired letting you calculate hits and misses (and speed variance...)
Schweet! :D

Thanks for the update East enigma!:

Torp Tracking And Sonar

Posted: Sat Feb 21, 2004 2:52 am
by Vaarok
I wouldn't mind a vector for that dreaded incoming torpedo message, either.

It's a pain having to quickscan 360 to figure out from what direction you're being shot at and then try to dodge.

Torp Tracking And Sonar

Posted: Sat Feb 21, 2004 4:08 am
by East
Then you will love the new implementation of the torpedo messages:

"Torpedo sighted bearing GREEN 6, range 1500 meters, heading 145 degrees"

for example.

Torp Tracking And Sonar

Posted: Sat Feb 21, 2004 12:35 pm
by Vaarok
Be assured I already do.

Torp Tracking And Sonar

Posted: Sat Feb 21, 2004 5:44 pm
by Sub Lt. D. Abramczyk
A few years ago, I bought a naval game I think was called Rising Steel. In it when you used torpedoes a triangle would appear on the sea showing the spread (Narrow, average or wide) of the torps