The second addition to my article about the IL-2 Sturmovik simulator.
Torpedo throwing in this game usually does not cause problems. If you were forced to patch the game to a version higher than 4.09 (in order to play online or try out new aircraft available for control), then there are significant problems. Now it is no longer possible to drop a torpedo from a hundred-meter height at full speed and be sure that if it does not reach its target, it will not crash into the water.
Computer, game "IL-2 Sturmovik Platinum Collection" or manual assembly from the games "Forgotten Battles", "Aces in the Sky", "Heading to Okinawa", "Stormtroopers over Manchuria", "1946", "Pearl Harbor" (all games should be installed on top of "Forgotten Battles"), a mouse (not live, but computer, wired, laser, and, most importantly, no batteries !!!), a lot of patience, free time and nerves
Learning to feel the horizon.
In the "Quick Editor" we select an aircraft for ourselves - your alleged torpedo bomber (Il-2 T, A-20, Il-4T, He-111, Ju-88, Bristol Beaufighter and others), take a standard set of weapons, remove the defense ("Anti-aircraft guns "to" No "), select one of the" sea "maps (I recommend Okinawa and the Pacific Ocean (" Setevaya8-Pacific "), in Crimea there is a possibility of anti-aircraft guns shelling ships and boats), set the altitude to 100. Difficulty mode - to taste;) "Departure".
So, upon appearing on the map, we descend to a height of 30 meters and remove the gas. When the speed drops to 280 kilometers per hour, balance on the throttle and hold it. 30 to 280 is the standard for torpedo drops on many aircraft. Do not be afraid of a decline here. The devices show the height above sea level, therefore, if you crashed on the ground and at the same time noticed that the altimeter stopped at readings significantly above zero, then this is a normal phenomenon, since the land rises above the sea. Here we are at sea or even in the open ocean, and the actual altitude coincides with zero.
Before the training flight
For those who have patched the game to a version higher than 4.09, before doing "combat exercises", you will have to sweat, checking the add-ons of their capricious torpedoes. The standard (height 30, speed 280) is not really suitable for all torpedoes. As a rule, the torpedo sinks or crashes on the water. So, my torpedo, dropped from a Ju-88, stubbornly did not want to swim ("The torpedo did not hit the water") and constantly crashed. It turned out that the ideal ratio for her on this plane is a speed of 260 and an altitude of 40 to 60 meters! So, before following the instructions below, do the following: follow the link in the Sources section of this article, read the e-brochure, take the plane you are interested in, hang the torpedo and fly to the nautical chart. Then apply the speed and altitude prescribed for this torpedo in the brochure. If the torpedo "does not hit the water" according to these settings, climb higher. Record your observations in a notebook or notebook as needed. Here is a table of ideal speed and altitude ratios for torpedoes from the e-book:
Torpedo 45-12 (Soviet) height 20, speed 210;
Mk.13 (allies) height 20, speed 205;
Type-91 (Japanese) height 30, speed 240;
LT F5B altitude 40, speed 250;
LT F5W height 100, speed 300;
W170 / 450 height 100, speed 300.
So, the torpedoes are shot, the hands are stuffed to hold the plane at the same height. Let's consider another possibility, which, perhaps, will not help everyone, but nevertheless … The game provides a horizontal flight machine for multi-engine aircraft. You need to find the appropriate command in the control settings and assign a button to it. Also check commands such as Rudder Left, Rudder Center, Rudder Right. The default should be "," "/" "." respectively. For convenience, you can swap the "… right" and "… centered" values. The main disadvantage of the horizontal flight machine is that the plane slowly but surely descends under its influence. You should also be aware that in this mode you will not be able to control the aircraft using ailerons and elevators. To set a lead for the aircraft, click on the left or right rudder deflection buttons, the values of which have been specified above. Unlike the usual Z and X, these buttons turn the steering wheel one position with one press and do not return it to its original position (a kind of vertical steering wheel trimmer). In order to center the steering wheel, click on the corresponding button.
Moving on to targeting torpedo. Below are a few tactical approaches that I myself have used with success in the game. Attention! The techniques described below were taken only from my observations and personal experience without using additional sources, so not all of this may be right for you.
Attacking a stationary target.
In the "Quick Editor" select again the "nautical" map and the plane armed with simple torpedoes. Even training torpedoes are available for German aircraft. Just don't take acoustic or circulating ones !!! So, let's consider torpedoing a stationary target using the example of the Okinawa map. We play for the Axis countries (toggle switch on the right-top), the game mode is "Airfields", the defense is not. Here our torpedo bomber with Japanese pancakes on its wings is awaiting with open arms two American battleships. We will sink them (or try to hit the target if you have suspended training torpedoes). So, we are booted to locations. We turn to course 190. We lock the target in the sight and occupy the required height and speed. The center of your target should be aligned with the Y-axis (ordinate), mentally drawn through the center of the scope, if any. If there is no scope, that's okay! There is definitely something on the plane that perfectly replaces the scope. For example, in the G3K4-11 plane, go to the navigator's cockpit - you will find a lantern with a rounded tip, which from the inside seems to be a primitive sight. Just grab the ship in the center of this ellipse and drop the torpedo. The He-111 has an even more interesting "sight" - a clock on the steering wheel. If you haven't changed the time in the editor, then the hour hand will be exactly 12 o'clock. Just aim at it! There are also planes that are overloaded with various sights. For example, SM.79. In the cockpit of this incredibly tenacious piece of plywood, there are three sights at once. This is a crosshair hanging from the ceiling, and a pin sticking out in front of the "windshield", and a piece of some kind of astrolabe inside, and they all clearly do not coincide in the readings with each other! In order to be guaranteed to hit the target, you have to draw two "Y-axes" - one is already sticking out of the hood, and the second is mentally drawn through the center of the "astrolabe". We capture the ship between them and empty ourselves. The torpedo is guaranteed to hit the target. Now you just have to cut circles over the target ship and wait for the torpedo to hit it.
We do the same thing and after capturing the target, turn on the auto-horizon. Now you don't have to constantly wave ailerons and rudders in order to keep the target in sight. If the center of the ship has shifted relative to the center of the sight, correct the course with the elevator as suggested in the previous step. That, in fact, is all about fixed targets.
Attack of moving targets.
So, the map "Network8 - Pacific", we play for the allies, the goal is "Airfields", the defense is "No". We fly directly to the harbor and find there a bunch of moving enemy targets. This is a trawler, a destroyer, and a submarine. The task is not an easy one - to send all of them to the bottom. Consider two methods of torpedo attack on a moving target. Again, the first will take place manually, and the second - with auto-horizon. The first method consists in approaching the target at the minimum permissible distance. We turn around so that the target is perpendicular to our course, that is, we enter from the side. We approach at the appropriate torpedo height and speed, keep in sight (or in what we could find in our plane) the stern of the ship or submarine. When the target begins to clearly hide from the field of view of your camera, hold down the Z or X button (tilt the steering wheel in the direction where the ship is sailing relative to you) and, without letting go, drop the torpedo in a second. Depending on the distance from the target and on the area and the force of the vertical rudder, the torpedo is likely to hit the ship. The recommended drop range is 500-200 meters.
The next method is an attack from a distance of 2000 to 500 meters. The probability of hitting is very small, but when attacking with a large concentration of aircraft, this tactic is very effective. Go to the attack and turn on the auto-horizon, deflect the rudder in the direction of the target using the buttons,. /. The plane will gradually move to the side, "overtaking" the ship with its sight. When the lead is two silhouettes of the ship, drop the torpedo.
That, in fact, is all about torpedo bombers!