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Re: Let's Play: Das Thanasboot!

Posted: 2012-03-13 10:30am
by Skywalker_T-65
Oh great...another group of merchants already? But this one should be alerted to our presence...I would not recommend attacking them. But then again I have self-preservation in mind considering how badly I failed at the last run... :P

Re: Let's Play: Das Thanasboot!

Posted: 2012-03-13 10:56am
by Thanas
PeZook wrote:No, it passed well in front of the target ship and exploded after running some 500-1000 metres more.
That means the convoy was alerted to our presence and started zig-zagging.

Goddamnit, I wish I could drive this thing.


Anyway:

new contacts - if you can, try to intercept. However, manually listen to them first to make sure they are indeed merchants and not warships.

Re: Let's Play: Das Thanasboot!

Posted: 2012-03-13 12:22pm
by Simon_Jester
PeZook wrote:No, it passed well in front of the target ship and exploded after running some 500-1000 metres more.
Yes- basically, by aiming as if the ship were traveling at seven knots when it was traveling at 5.5, we guarantee a miss distance of (two minutes twenty seconds)*(1.5 knots): roughly 150-200 meters, which is easily enough to miss a large ship.

We'd have been even further off if the torpedo computer had been told to aim as if the ship were making eight knots, which was the speed the captain gave us...

Re: Let's Play: Das Thanasboot!

Posted: 2012-03-13 03:17pm
by Thanas
well yeah, I didn't really think our Annäherung was so bad that the enemy escorts and merchant ships had already been alerted. Slowing speed down to 5 or 6 knots really only happens when they suspect there is a U-boot somewhere.

Re: Let's Play: Das Thanasboot!

Posted: 2012-03-13 03:31pm
by PeZook
Uh...they were depth charging the sea :P

Although I didn't notice them zig-zagging, to be honest. And of course you DID have pretty precise chart measurements ;)

Re: Let's Play: Das Thanasboot!

Posted: 2012-03-13 03:49pm
by Thanas
PeZook wrote:Uh...they were depth charging the sea :P
They are not doing that unless they have been alerted somehow. :)

Re: Let's Play: Das Thanasboot!

Posted: 2012-03-13 03:53pm
by Simon_Jester
Yes, but the evidence of that was already in before we stopped- they picked us up on radar and were headed for us before we ever got in among them. We avoided them by diving under and tricking them into thinking we were somewhere else, but presumably the convoy already knew we were there.

Re: Let's Play: Das Thanasboot!

Posted: 2012-03-13 04:03pm
by Thanas
Simon_Jester wrote:Yes, but the evidence of that was already in before we stopped- they picked us up on radar and were headed for us before we ever got in among them. We avoided them by diving under and tricking them into thinking we were somewhere else, but presumably the convoy already knew we were there.

No. Radar contact does not cause convoys to slow down ingame nor to drop depth charges. That are actions reserved for detecting.

Re: Let's Play: Das Thanasboot!

Posted: 2012-03-13 04:11pm
by Simon_Jester
Okay, but somehow they had destroyers head straight for us and start dropping depth charges where they sincerely thought we were before we got in among the convoy.

Whatever convinced them to do that might well have convinced them to zig-zag, before we even had any idea they were ready for us.

Re: Let's Play: Das Thanasboot!

Posted: 2012-03-13 09:42pm
by fnord
Could a torpedo spread have been tried, aiming one at each candidate speed (5.5 kt, 7 kt, 8 kt), or would that have been too wasteful?

Re: Let's Play: Das Thanasboot!

Posted: 2012-03-13 09:50pm
by The Yosemite Bear
Thanas wrote:
PeZook wrote:Uh...they were depth charging the sea :P
They are not doing that unless they have been alerted somehow. :)
well their rations could be utter shite and they were trying to get some good bass for their galley's.

Re: Let's Play: Das Thanasboot!

Posted: 2012-03-13 09:59pm
by Simon_Jester
fnord wrote:Could a torpedo spread have been tried, aiming one at each candidate speed (5.5 kt, 7 kt, 8 kt), or would that have been too wasteful?
It would have been too wasteful, and if they were zig-zagging like Thanas thinks, then all three torpedoes could still have missed.

Re: Let's Play: Das Thanasboot!

Posted: 2012-03-14 08:49am
by LaCroix
While everybody was busy doing sneaky escape things, Funkenschuster was rummaging - silently - in his toolbox.

"Where zum Teufel have I left my magnetic telescope screw picker-upper? Let's think about it for I moment... I took it on board - I positively remember I still had it when I was checking the eels after we took them aboard..." he whispered to himself.

Re: Let's Play: Das Thanasboot!

Posted: 2012-03-14 10:50am
by Skywalker_T-65
Simon_Jester wrote:
fnord wrote:Could a torpedo spread have been tried, aiming one at each candidate speed (5.5 kt, 7 kt, 8 kt), or would that have been too wasteful?
It would have been too wasteful, and if they were zig-zagging like Thanas thinks, then all three torpedoes could still have missed.
Plus there's always the chance that speed wasn't all I botched here. I could have gotten the depth wrong...or the fuse might not have worked...there is really too many variables to know if the correct speed would have worked. Back on the last update though...are we going to intercept or not? Because if we do I need to figure out less vague numbers on the depth and such (though I will still have no idea on speed...that I definitely need help on...)

Re: Let's Play: Das Thanasboot!

Posted: 2012-03-14 03:42pm
by PeZook
Son of a...

The game stopped loading my saves. Neither the latest nor second to latest file works.

I will try to figure something out, but God knows if I'll manage to salvage this...

Re: Let's Play: Das Thanasboot!

Posted: 2012-03-14 03:50pm
by Skywalker_T-65
Oh man...that is not good news at all. I hope you are able to salvage this...it would suck so bad to have to restart. Good luck at fixing this problem (wish I could help but...*shrugs*)

Re: Let's Play: Das Thanasboot!

Posted: 2012-03-14 04:14pm
by Simon_Jester
Actually, getting time-warped back to way before this attack run might not actually be so bad...

Re: Let's Play: Das Thanasboot!

Posted: 2012-03-14 04:17pm
by Skywalker_T-65
^ Didn't think of it that way...would mean we wouldn't have wasted a torpedo. But it also means that the Kommandant has no reason to get the Koch shot for treason...which would help us out... (no offense to FaxModem1 of course...)

Re: Let's Play: Das Thanasboot!

Posted: 2012-03-14 06:54pm
by PeZook
Well, backups don't work either. I'll try reinstalling the game, but that will have to wait until tomorrow.

Re: Let's Play: Das Thanasboot!

Posted: 2012-03-14 07:24pm
by FaxModem1
Skywalker_T-65 wrote:^ Didn't think of it that way...would mean we wouldn't have wasted a torpedo. But it also means that the Kommandant has no reason to get the Koch shot for treason...which would help us out... (no offense to FaxModem1 of course...)
None taken. I'm mostly playing the cook for comedy value.

Re: Let's Play: Das Thanasboot!

Posted: 2012-03-15 09:19am
by Skywalker_T-65
^ Yes, comedy value...and scaring our sonarman senseless. :P Now, here's hoping that PeZook can get the game working again...

Re: Let's Play: Das Thanasboot!

Posted: 2012-03-15 10:54am
by fnord
Just as it was getting interesting - is PeZook's computer sapient and waiting to savage him in a tight spot?

Re: Let's Play: Das Thanasboot!

Posted: 2012-03-15 11:12am
by The Yosemite Bear
Pah-th-th-th-thetic insect, now buy me ma-ma-ma-moreupgrades and worship me

(my impression of P's computer

don't ask I keep failing turing tests

Re: Let's Play: Das Thanasboot!

Posted: 2012-03-15 03:08pm
by Skywalker_T-65
So...any luck on the game? I hope it started to work again...this is too fun to lose.

Re: Let's Play: Das Thanasboot!

Posted: 2012-03-15 04:30pm
by PeZook
It was my niece's birthday today and i just got home. It will have to wait, 'coz I'm totally beat :)