Yet another moan about destroyers and torpedoes

Rule the Waves III is a simulation of naval ship design and construction, fleet management and naval warfare from 1890 to 1970. and will place you in the role of 'Grand Admiral' of a navy from the time when steam and iron dominated warship design up to the missile age.
imp44791
Posts: 32
Joined: Sat Mar 19, 2016 9:30 am

Re: Yet another moan about destroyers and torpedoes

Post by imp44791 »

I think we can officially call the solution calculation bugged (note: the unidentified ship is >10 range diameters away and not in the picture:
torp1.JPG
torp1.JPG (87.93 KiB) Viewed 431 times
MaddogStarman
Posts: 18
Joined: Thu Jun 01, 2023 3:20 pm

Re: Yet another moan about destroyers and torpedoes

Post by MaddogStarman »

Sir’s

Years ago I started playing 1st rule the waves, and then rule the waves 2 and a now in this rendition rule the waves 3. I found that it is still best for me to play in Captains mode. I tried Admira & Rear admiral and found my destroyers just wasted torpedoes.

I know matrix games is not NWS but I put a post up years ago at NWS about firing torpedoes and the torpedo target selection box, that appears in captains mode and ask for the love of Neptunus rex, could you only put targets in torpedo range in the target selection box?? Also please put them in Range order starting with shortest ranged targets First? I got in one big battle and had 30 some targets in the TTSB and only 5 targets were in Topedo range. I’ve also said this before would love to see the torpedo lead fire angle in a bright orange or orange red as the to BLUE? same color as water/Ocean I’m sorry that sky blue ocean is just nuts but Evidently it must have to do with the game engine/programming compatibility. I try to read all the post here pretty well and I believe one of the people that works on the game said something about they’re upgrading the game engine or want to change the game engine and if it works out they’ll be a lot of options regarding colors and screens, etc. I hope it works out.
Salute to you all 07
imp44791
Posts: 32
Joined: Sat Mar 19, 2016 9:30 am

Re: Yet another moan about destroyers and torpedoes

Post by imp44791 »

As pointed out by someone else, it seems that the game hits the sweet spot in the torpedo game in the late 10s-early 20s tech slice (so, by the time 1500-tonners are around complete with equivalent torpedo tech). I am playing Japan now and fighting Russia and it's gone pretty much as it did IRL... in 1904. A textbook Port Arthur destroyer attack killing 4 BCs/BBs, then in all subsequent battles torpedoes hit very little in proper surface actions (when both enemies move), apart from cases like night surprise or dispatching cripples... and of course as long as you stay out of Acasta-range (TM). The game has to make torpedoes more usable (I didn't say "more lethal") in the ironclad era, and less lethal during the late dreadnought one, where everyone seems to be armed with Long Lances on steroids.

The points about the solution calculation being a problem and indeed getting recalculated every time you click on a target are still valid, but it seems that this type of "noise" is more noticeable in early techs.

Again (and this will be the last time I make this point, I promise), what I am after is not more accurate/lethal torpedoes, just more causal ones... for lack of a better word. If I'm crazy enough to launch without hope, let me. This endless frustration of "no solution" turning to "LOW" and even "HIGH", then reverting to "out of arc" simply because I keep clicking the mouse is a bug, plain and simple.
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