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1. The direction is the direction of your crosshairs, which refers to where to hit.
2. Speed can be clicked on the enemy ship on the map, and the speed will naturally be given in the lower right corner 3. About the sextant of the range, this is a bug of UB, there is no way to measure it at all 4, torpedo hit is also related to the auxiliary skills of the crew, there are many torpedo skills, there are active skills and passive skills.
5. Skill improvement can not only improve hits, but also increase the torpedo Willy, full skills, torpedo Willy increases by 103%, which is equivalent to the original two mines.
6. Attacking non-warship ships, it is best to be within 1000 meters, if there is DD, it is better not to melee, it is not good to be sunk, it is readable, and it is unforgivable to waste torpedoes.
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Speed and azimuth can be detected by sonar, and it is difficult to explain, so you can see the SH5 manual torpedo launch method.
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Location Viewing Angle:
F1 Help. F2 periscope.
F3 Navigation Diagram.
F4 rudder, instrument control.
F5 torpedo launch control.
F6 deck gun.
F7 anti-aircraft anti-aircraft machine gun.
F8 deck telescope.
F9 bridge. F10 damaged state.
F11 torpedo status.
F12 perspective.
printscrn radio room.
Scrolllock sonar room.
Pause Break Radar.
Numlock Captain's Room.
Panel: Q Navigation Control Panel.
w torpedo control panel.
e Command Control Panel.
rShip identity control panel.
Time Compression Control:
Time compression is reduced.
Time compression increases.
Set to normal time.
Backspace is paused.
Rudder Control: Stop 1 Slow Forward.
21 3 speed forward.
3. Forward at a medium speed.
4. Full speed ahead.
5 flanks advance.
6. Slow back.
71 3 speed backwards.
8. Medium speed backwards.
9. Emergency retreat.
Turn left, 5 degrees.
Turn right, 5 degrees.
Sail in the middle. Ctrl+[Left Full Helm.]
CTRL+] right full rudder.
j Go back to setting the title.
S floats up the submarine.
p periscope depth.
dDepth of ventilation.
c. Emergency dive.
b. Emerge urgently.
Rise and lower the snorkel.
View Controls: Leftarrow to the left.
rightarrowLook to the right.
uparrow up and spin down.
downarrow Rotate upwards.
Ctrluparrow zooms in (outer view only).
Ctrl+Downarrow zooms out (outer view only) and pageup to raise the periscope.
pagedown lowers the periscope.
hChange course and align with the current field of view.
v Change the field of view and align with the current course.
x locks the field of view.
z magnified field of view (only for bridges, telescopes and machine guns).
K torpedo cam allowed.
The previous ship (exterior view only).
The latter ship (exterior view only).
** Target Control:
T-cycle selection of torpedo tubes.
Enter fires the selected torpedo.
l Lock to remove the selected target.
The previous machine gun. Next machine gun.
UparrowIncrease the angle of fire (AA machine gun only)DownarrowReduce the angle of fire (AA machine gun only) Deck gun)RightarrowTurn right (Air defense machine gun only) Deck gun)LeftarrowTurn left (Air defense machine gun Deck gun only)Spacebar** (Air defense machine gun Deck gun only)Map view control:
z magnification mode.
spacebar center mode.
Home ships are in the center.
Ctrl+pageup to zoom in.
Ctrl+PageDown to zoom out.
delete the navigation point.
Miscellaneous: Screenshot of ctrlprtscn (in the root directory of the game).
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1. First of all, it is necessary to equip ** officer, ** official on duty.
2. The target range is within 1000 meters and the torpedo launch angle is vertical, that is, when the target is observed with the attack periscope, the target pointer is green.
3. Don't forget to turn on the option of automatic calculation of torpedo firing in game mode.
That's pretty much it. After the above conditions are met, hit the ship identification book, which is the small book on the left side of the periscope, lock the ship, and you can see the vital parts of the ship. The usual vital parts are:
The keel at the bottom (the ship is blown up in two after a torpedo collision), the engine room and the power slurry (the ship stops moving after the torpedo collision, because the ** engine stops working, but it does not sink), the fuel chamber (after the torpedo collision triggers a second **, one hit kills), as for the battleship, there will also be an ammunition compartment, and after the torpedo hits, it will also cause a second **, a one-hit killing effect.
That's pretty much it. Good luck with your snorkeling!
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Method 1: When the opponent's submarine is in a state of surface navigation, keep silent and lurk at the periscope depth, and the enemy submarine enters the range and uses torpedoes to sneak attack. This is the most practical method in unguided torpedo conditions, which has been tried and tested repeatedly in hunting submarine-2.
Method 2: Your own submarine adopts a surface navigation state, rushes at the enemy submarine sailing on the surface at the highest speed, and at the same time shoots the enemy boat with deck guns. The American and British submarines in World War II in the game only had machine guns and small-caliber guns on the deck, and the naval guns were not bad at all, but they were the opponents of German submarines.
Method 3: If the enemy boat escapes the first two attacks and dives underwater, you cannot continue to sail on the surface so as not to fall into passivity. The only way to do this is to sail with the Void and ram your opponent with the bow underwater.
I only did it once when I played Hunt Submarine 2, and I was hit and sunk by an enemy boat that was badly wounded by the deck guns. There's no way around it, and there's a lot of luck.
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