PDA

View Full Version : Torpedo Problems?


Farside
08-05-05, 07:51 PM
I was looking around and quite a few people are complaining 'My torp just glanced off the ship and didn't go off' or ' why did my torp go off too early' well i'm gonna put this here so you people can find out at a glance.

Magnetic Pistol Torp Running Depths

You will find that weather affects the running depth of your torpedo greatly. These calculations will ONLY work with Magnetic Torpedos

If its calm (0-3m/s winds) set your torpedo to run 0.5 metres under the keel depth. I found that this depth is perfect for this weather.

If its overcast and slightly windy (4-8m/s winds) set your torp to run 1 metre under the keel of the target ship.

If there are heavy winds (9+m/s winds) torp firing can be quite difficult at this time, if the target ship hits a wave, its keel depth will radically rise or fall accordingly. when making these attacks i am usually directly infront or behind my target (better accuracy and hitrate, i've found)

Impact Pistol Torp Running Depth

The main thing about this is make sure you're at a right angle to your target (no less than 60degrees and no more than 120degrees [if you are less or more that 60/120 use a magnetic torp and follow the above instructions accordingly]) once lined up put in the data (or have the weapons officer do it automatically) set the torp to impact AT NO MORE THAT ABOUT 6 METRES UNDER THE TARGET SHIPS KEEL also, dependant on the keel size of the ship, adjust accordingly

FAQ's


Q: 'My Torpedo glanced off the ship but didn't blow'

A: You should have used a magnetic pistol, your angle of attack was too small or too large ( 60/120 degrees, remember? ) Also this can be caused due to duds. Also torpedos have a minimum run length before the torpedo is armed, it's around 300 meters but i've heard of people hitting from 250m + so experiment, the acoustic torpedos need 400 meters before their acoustic guidance is activated. (ty Fishmachine)


Q: 'My Torp went under the ship, but didn't go off'

A: Either this was caused because the run depth was too deep, the ship hit a wave and the torp went under it or alternatively the torp pistol malfunctioned, this was said to be more regular in the northern regions. but remember if firing under the ship use a magnetic pistol (ty fishmachine)


Q: ' My Torp blew too early '

A: This is a problem mainly with magnetic torpedo's, it malfunctioned and blew up, load/fire another and forget about it


Q: 'My crew is in the torpedo bays but they aren't loading'

A: Check the green bar at the top of the torpedo bays, if its less than about 25% you'l need more manpower, may i suggest that you have a torpedo officer. Another reason may be that you are still rigged for silent running, many a captain have been caught out with silent running, dont become another statistic. There is also an auto-load checkbox in the top left hand corner of the reload screen (access the reload screen by pressing the 'U' key (default) (ty fishmachine)

Any other question, post them here and they should get answered. Hope i've helped all you up and coming sea wolves and maybe some of you older sea hands too.

Drebbel
08-06-05, 04:13 AM
set the torp to impact AND NO MORE THAT ABOUT 6 METRES UNDER THE TARGET SHIPS KEEL

Huh ? I think this way it will always miss, or am I missing your point ?

Duli
08-06-05, 04:46 AM
He probably meant that you shouldnt set it deeper than 6m.

Farside
08-06-05, 07:26 AM
He probably meant that you shouldnt set it deeper than 6m.

Thats what I ment, sorry if I wasn't all that clear

Drebbel
08-07-05, 09:14 AM
I was bribed to make this a sticky.

So please keep adding info and improving this thread.

Ula Jolly
08-07-05, 09:28 AM
Q: When may I best use magnetic torps?

Drebbel
08-07-05, 09:47 AM
Q: When may I best use magnetic torps?

On a steel ship

Farside
08-07-05, 09:56 AM
lol!


well when your angle of attack is too steep or shallow, if its angle on the bow is less than sixty or more than 120 degrees

Ula Jolly
08-07-05, 10:09 AM
I was also thinking weather-related, if one should fire two at a time, such things. For adding to the list. :D

Farside
08-07-05, 10:42 AM
a spead fire is a good way to knock down.. well anything, but yes dependant on the weather use a magnetic pistol, spread magnetics are particularly dangerous :) (mind you, most torpedo's are :P )

Fishmachine
08-14-05, 06:37 AM
Q: 'My Torpedo glanced off the ship but didn't blow'

A: You should have used a magnetic pistol, your angle of attack was too small or too large ( 60/120 degrees, remember? ) Also this can be caused due to duds


You should also mention about minimum distance from the target.


Q: 'My Torp went under the ship, but didn't go off'

A: Either this was caused because the run depth was too deep, the ship hit a wave and the torp went under it or alternatively the torp pistol malfunctioned, this was said to be more regular in the northern regions.


"Have you checked if the piston was set to 'Magnetic'?" ;)
Darn, happened to me a few times. Perfect shot, two torps right under the keel and... oh well, it's not worth mentioning.


Q: 'My crew is in the torpedo bays but they aren't loading'

A: Check the green bar at the top of the torpedo bays, if its less than about 25% you'l need more manpower, may i suggest that you have a torpedo officer. Another reason may be that you are still rigged for silent running, many a captain have been caught out with silent running, dont become another statistic.


Theres also possibility, that "Auto Reload" field is unchecked.

Twitch
08-15-05, 06:03 PM
ive had magnetic set torps glance off aswell if coming in at a sharp angle.. in fact ive had 2 fish do it IN A ROW on the same ship one right after the other.... this makes absolutly no sense whatsoever as far as i can tell.. shouldent the angle make no difference if you are using magnetic as long as you get close enough for the sensor to detect the ship?

Fishmachine
08-15-05, 06:17 PM
ive had magnetic set torps glance off aswell if coming in at a sharp angle.. in fact ive had 2 fish do it IN A ROW on the same ship one right after the other.... this makes absolutly no sense whatsoever as far as i can tell.. shouldent the angle make no difference if you are using magnetic as long as you get close enough for the sensor to detect the ship?

Nope, the magnetic sensor was supposed to detect the moment of passing the centre of the ship (when the magnetic field suddenly switches polarity), not the presence of the ship alone.
In the game every hard hit at steep angle means immediate torpedo malfunction. I'd love to see my torpedo bounced off and changing course in random direction after a dud, but it only happens when the torpedo hits at very low speed (eg. homing torpedo in a run after very fast moving destroyer).
I wonder what was the reality? The electric torpedo batteries could shatter after a hard hit and immobilize the torpedo due to shortcut, but the steamers should just bounce off and continue to run.

Ula Jolly
08-16-05, 03:15 AM
OooooOOOOH! SWITCHES POLARITY! :huh:
Now THAT'S an eyewidener! And, general enlightener! :arrgh!:

Fishmachine
08-16-05, 03:48 AM
OooooOOOOH! SWITCHES POLARITY! :huh:
Now THAT'S an eyewidener! And, general enlightener! :arrgh!:

Oh, forgive me my english :P
The magnetic field of the ship doesn't switch it's polarity (as it's vertical). But for the torpedo the relative magnetic field polarity suddenly changes when it passes uderneath the ship from (e.g.) N in front to S in back to S in front and N in back. This caused rapid magnetic needle movement which ignited the magnetic detonator.

In the early years of war the magnetic pistons suffered from non-calibrated magnetic needle malfunctions. It was either too dull which caused misfires, or too sensitive which caused early detonation in rough seas or too far from the ship, or fooled completely in northern seas due to earth magnetic pole proximity.

And now, if I'd write that in the first place, would it be much clearer? :arrgh!:

EDIT: What did I do to deserve such avatar? :hulk:

Farside
08-16-05, 10:52 AM
lol evidently you had a wild night in Bankok FM, :rotfl: :rotfl:

Fishmachine
08-16-05, 11:33 AM
lol evidently you had a wild night in Bankok FM, :rotfl: :rotfl:

Darn... she told me, that she's a girl ;)

Griffon
08-17-05, 07:43 AM
He probably meant that you shouldnt set it deeper than 6m.

6m? I thought that you took the draft of the ship in question and added 1m in calm water and 1.5 in rough waters.

Farside
08-17-05, 10:50 AM
we're talking about impact pistols there, basically (on larger ships) 6m's down the torp will glance off the keel of the boat

Kapitan Stahlkugen
08-25-05, 06:07 PM
This is probably elementary to the old SHIII salts. How do you determine the angle of attack for the torpedo. I'm sure it has something to do with the target bearing and also the heading of my Uboat but I can't quite get the relationshhip.

THX :damn:

Kapitän Cremer
08-26-05, 10:30 AM
This is probably elementary to the old SHIII salts. How do you determine the angle of attack for the torpedo. I'm sure it has something to do with the target bearing and also the heading of my Uboat but I can't quite get the relationshhip.

THX :damn:

A good advice is to go to the Navigation map and use the protractor. Set the first dot on the middle of your sub and draw a line to the target ship and click again. Now draw the last line in the direction of the target ship's course of heading.

That should give you an accurate AOB....Also check your manuel..there is a nice picture there to illustrate AOB. Just use your protractor !!!! :arrgh!:

Dave Kay
08-28-05, 01:37 PM
Great tutorial and though I've gleaned some of these techniqes on my own, the finer points are really helpful. My BIG question is; how many torps for what size ship? Not wanting to waste those beautiful eels and depending on weather conditions, I've had C2's go down with a single shot while on the other hand a silly coastal merchant takes three to make her go under. Conversly, I had one stubborn T3 tanker that took 3 direct hits and still she floats.... :stare: luckily, my deckgun was available to finish her off. By the way, I always aim for the engine/smokestack area... anybody have a theory on this?

Cheers!

Kapitän Cremer
08-28-05, 02:11 PM
I'm as confused as you are....

Sometimes one torpedo seems to make all the work and sometimes they just eat up every thing you throw at them..C2 being the worst of them...

However I found that a torpedo set to 8 meters and magnetic pistol can take out all small merchants and coastal merchants in one eel.

As for tankers try shooting a fish at 2 meters depth, set for impact while aming for the fuel right in front of the smokestag.....that should set the whole ship on fire....

Dave Kay
08-29-05, 09:15 PM
I'm as confused as you are....

Sometimes one torpedo seems to make all the work and sometimes they just eat up every thing you throw at them..C2 being the worst of them...

However I found that a torpedo set to 8 meters and magnetic pistol can take out all small merchants and coastal merchants in one eel.

As for tankers try shooting a fish at 2 meters depth, set for impact while aming for the fuel right in front of the smokestag.....that should set the whole ship on fire....

I agree with the "8 meter magnetic-method" and have seen it work inside convoy when trying to make a hurried shot, (Sir, we're under attack!) just shoot and pray ya' hit somethin', then crash dive and evade. I get about 70% hits like this. But darned if I can have dependable success with impact fuse--- 50% just bounce off and there it is as per the tutorial--- AoB not ideal. Seems the magnetic pistol is not affected so much by AoB and in fact I've made bow-to-stern shots in a chase-scenario and so long as that torp spends enough time under the enemy's keel it almost always sends 'em sky high.

Since my career (still on my first!) is just now in early '41 and escorts are not so hot to trot, my preferred method is to slink inside convoys submerged, from the front, off-angle, and line-up on the big mercs in the center. Give the 2 fattest ones everything I got (with careful aim) from tubes 1 thru 4, then swing around for a stern shot at whatever is close (set to 8m depth) then dive and reload as permitted. If the mercs don't go down from those first shots I tail the convoy until I can pick off the stragglers.... works like a charm!

Cheers and Good hunting!

Wolf52
08-29-05, 10:01 PM
Actually ive found that one under the keel shot on a t2 or t3 works best. You have to aim just to the right of the center (just forward of the second smaller bridge in the middle) and the thing usually splits in two with the cracked ends catapulting in the air about a second after the torp hits. Its kind of like *BOOM*...*KAPOW*! :lol:

hakkikt
08-30-05, 07:04 AM
I'm as confused as you are....

Sometimes one torpedo seems to make all the work and sometimes they just eat up every thing you throw at them..C2 being the worst of them...

Guess its partly a reflection of what the ship is loaded with, a load of tanks being harder to detonate than a load of, say, incendiary bombs :)
There's another thread ("sweet spot" or something like that) on this forum that deals with special points to target, like fuel tanks etc.

the_rydster
08-31-05, 11:53 AM
Does anyone know if the effect of cargo load on keel depth is moddled in the game? Those tankers sometimes seem to sit really deep in the water 1 or 2 m maybe lower than the manual states.

Could do with a big plimsol line on the side of the ships! :P

Farside
08-31-05, 06:18 PM
i aint sure mate, i know that the cargo inside (now) affect the tonage, possibly it may affect the draft...

Kapitan Stahlkugen
09-04-05, 07:19 PM
Is it me, or does the magnetic pistol not work in academy training.? I've tried many times with no success. The fish just won't go deep for me. I also noticed changing the torps speed does not work either. Someone suggested I use "default settings" to get the "excellent" score on the test but I'm not sure what "default settings" means. I am determined to get the better grade. :damn:

Tobus
09-05-05, 07:39 AM
Also,

I get the distinct feeling that TI's have the most chance of creating a one-shot-one-kill, while later TII's and TIII's seem to need more hits to score a kill. This is ofcourse with the heavier ships like C2, C3, troopship and Liberty/Victory merchants.

Is the TI heavier in explosive power than the others?

Farside
09-13-05, 10:38 AM
i've taken down MANY liberty lighters (because they blow soo easily) with T1's, so much so that i prefer them to the others

bill clarke
09-17-05, 09:44 PM
I have the vulnrability mod, and have when the AOB is 80 degrees and distance less than 1000mts, left clicked on the keel, the depth is supposed to be set automatically, but the torp hits the keel, usually not sinking it. Also have fired at the fuel bunkers and the torp has exploded but not sunk the ship, in fact it looked like the torp hit the wrong area.

chrisy
09-18-05, 06:30 AM
I'm as confused as you are....

Sometimes one torpedo seems to make all the work and sometimes they just eat up every thing you throw at them..C2 being the worst of them...

Guess its partly a reflection of what the ship is loaded with, a load of tanks being harder to detonate than a load of, say, incendiary bombs :)
There's another thread ("sweet spot" or something like that) on this forum that deals with special points to target, like fuel tanks etc.


i havn't seen the sweet spot thread but i know what you mean about C2's! they just wont die.
however i have found you can kill then with one shot if you get it right.
aim for under the funnel or just rear of it ,must be somthing to do with the engine room!if you get it right "KAABOOM"the thing rips its self apart in a fire ball. :rock:
also the more direct the shot seems to make a difference i.e 90 degrees sqare on.i use the fast 90 attack method.
im still quite new to the sim and no expert but time is every thing .
give yourself plenty of it and never be to hasty to "LOS" if your not happy with your shot wait and reposition till your happy .
i usally get it so i can get in position all stop and let them sail right into my firing line.
i wasted many a torp tryin to kill these suckers ,somtimes up to 6 hits Dam. :arrgh!:

GulfFulf
09-23-05, 08:06 AM
I Have´t Got Any Torpedo Problem for Silent Hunter III i think so.

FAdmiral
09-23-05, 03:11 PM
The mag shots work very well using the default keel depths
used in the ship book. The only one I found to be off was the
C3. The depth listed is way too deep. Set your torp to 10 meters
instead of the 13 in the book. This is in calm weather.....


JIM

WULFPAK
10-04-05, 01:59 AM
The best method is to get into the convoy...
it provides for good aiming and its harder for the escorts to track you.

and take close in shots outside the min range of 300m but inside 500m.

shoot under the keel as mentioned in this thread if the ship is on an off angle, and impact if perpendicular. Use the sound fish out the back door for those ships that passed by.

Thats how the best tonnage is had with the least number of fish and angle off errors.

Got this advice from watching Uboat commanders on the History channel.
It works in SH3 too.

Skubber
10-04-05, 03:50 PM
The best method is to get into the convoy...
i
Got this advice from watching Uboat commanders on the History channel.
It works in SH3 too.

I've had good success shooting from inside the convoy, too. :up: (Says something about the quality of this sim, I think when the best tactics seem to agree with what real U-boat commanders liked to do.)

Word of caution tho .... in large convoys there is a decent chance someone's going to ram you if you aren't keeping aware of the situation, esp in lower visibilty. (Like you're really caught up in calculating that perfect torpedo solution... watch out!)
I've had to order "back emergency" on a couple of occasions.

Once I even scraped the bow ever so slightly all down the hull of a small merchant. Scraaaaappe! (Only 1% hull integrity loss.) Gave me and the crew the willies, and probably gave the ship captain something to think about, too!

illuminatus
10-17-05, 12:40 PM
Since I'm a SH newbie, I've opted to leave the game on automatic targeting and the event camera enabled. Previously, I had, on various occasions, shot magnetic torpedoes under the keel of ships -- anywhere from 1-2 meters below their keels -- with mixed results. The little ships sink like a charm, but the larger cargos have remained afloat for my trusty deck gun (I weep when the winds are high).

I had thought this was how it's supposed to be -- big ships take more fishes, until I nailed a C2 cargo in 1 lucky shot. No agony of waiting for it to sink or seeing if I disabled its engines, just BAM, fireworks, explosion, then ocean floor.

Then I came to discover the aimed shots feature (I'm guessing only available with auto targetting on) where if I'm somewhere within 500m of target, and gyro angle is within +/- 10 degrees, the little vulnerability target boxes appear on the ship ID book (provided you have the correct ship), I notice the gyro change slightly depending on which location I target, and that has convinced me that it indeed attempts to fire into the proper position.

What I didn't expect is that it changes the depths of the torpedoes on the TDC as well. I aimed for the fuel tank (just in front of the engine) and, to my surprise, found my fish sailing straight onto the ship as opposed to under (I pre-set my fishes for 7-8m deep usually just in case i need to fire one off in a hurry). I checked back on my TDC and found that it set my depth back to 3m (which corresponds to the slightly higher location of the fuel tank).

The C2 promptly split in half and sank with much fanfare. I was overjoyed. Over the next 3 encounters of the patrol, I've successfully done this on 2 smaller merchants and yet another C2. So far in this current patrol I've fired 6 fishes and sank 7 ships (first kill was deck gun only).

This is definitely a process that rewards the patient. I took my time carefully to make sure I'm parked closeby to the mark's course at as close to 90deg as possible, then slightly adjusting my range for an ideal "aimed shot." So far this excercise has been rewarding. I'm definitely going to use this approach more often when I'm targetting heavier ships.

Redfoot
10-25-05, 06:19 PM
Don't use Magnetics on big ships unless you have no choice. A magnetic hit to the keel will sink most small ships aslong as it hits near the center and directly underneath it. Anything bigger than a Destroyer however will probably survive a single magnetic to the keel, so either send them in salvo's or use impacts and target for weakspots. Also Destroyers are probably the best targets for Magnetics, especially when they're racing towards you and you're in a tight spot (i.e. shallow waters)


Magnetic = lazy/quick way of firing

Impact = precise/deadly :arrgh!:

CV-707
12-18-05, 08:20 AM
I had a strange thing happen today! I fired four torpedoes at a King George the Fifth battleship from 1000 meters. They all would have hit and I was waiting for impact looking close-up at one of them! It hit the ship; bounced back and sunk to the bottom! Same with all others! Is this a known bug???

:shifty: :shifty: :shifty:

The Avon Lady
12-18-05, 09:44 AM
Sound like duds!

What was your AOB.

What were the eels' depth settings?

CV-707
12-18-05, 10:06 AM
Sound like duds!

What was your AOB.

What were the eels' depth settings?

Nah; I don't think it was a dud. My duds at least always carry on moving forward at greater depth. But these stopped and sank. The eels were set to go at the surface; mainly because I already had hit the battleship with one eel in the engine compartment and it could'nt move anymore. But still it kept floating, which was why I fired four eels more. AOB was about 80 degrees.

Depth Charge Dodger
12-18-05, 02:22 PM
I have had great results with magnetics so far(only had the game 2 months). After reading posts and carefully matching my running depths, they make killing an off-angle target much more predictable.

Rather than using an 8 metre standard depth, I use the draft reading from the target recognition manual, then add a half metre or so depending on weather. 15 metre/sec wind makes for waves that a mag torp just doesn't like. I have gotten almost every mag malfunction I have had so far in heavy seas. Nothing draws an escort like a premature detonation. The closer to the keel the torp explodes, the better the chance for a one-hit kill in my limited experience.

What I like best about magnetics is the ability to shoot under the tiny Small Merchant blocking the C3 in a convoy. The added benefit is the escorts look in the wrong place when this happens.

I use full realism(except for external camera), so there is no targeting a certain section of a ship. I feel satisfied if it hits at all. :)

Impact is the way to go if I can get a 80-100 degree shot. I run them as deep as possible without striking the curve of the hull. Look at the keel depth in the manual, then stare at the underwater part of the hull in external view, and get a feel for how deep you can run an impact trigger torp. the deeper it goes off the more stress on the keel itself(or so it seems).


Now as far as electric versus steam, I have found that using electrics for the farther targets in a convoy and then firing fast steams at the near targets works well. This keeps you covert longer, as the steam torps will have a very short runing time. The convoy doesn't take any action until the 1st torp explodes, and I try to make sure that both far and near targets get hit at the same time.

I have read items that advise using electrics on escorts to help stay covert in case of a miss or dud. I take a more aggressive/confident outlook. If he dies from the hit, it won't matter if he saw it coming, and a steam is FAST. Hitting an escort safely from 2000 metres seems better than hoping he won't turn before my electric can chug over his way. I have been detected trying to get close enough for a high-probability electric shot.

Electric Magnetic - Killing escorts that are actively hunting you at close range. Killing further convoy targets.

Electric Impact - Rough weather convoy targets. Escorts don't even know where to start looking and sonar is degraded in high seas, so you can keep attacking at leisure.

Steam Magnetic - Nearest convoy and any single target.

Steam Impact - Escort killers, and rough weather convoy targets during attacks at night.


Just some observations so far.

todd293
12-22-05, 06:10 PM
those c2 ships can really be tough one took four torps 3 impact 1 mag before it finally sunk. :damn: any advice on the sound torp, I fired one out the back at a destroyer about 2000m away, he was doing 15 knts and I sent it in his direction no hit. IM on 100% realism, so I dont know if it was a dud or not

hunter301
01-07-06, 05:19 PM
Should I be having dud torpedo problems while trying to complete the torpedo training academy??

Bluewings
01-07-06, 10:12 PM
any advice on the sound torp, I fired one out the back at a destroyer about 2000m away, he was doing 15 knts and I sent it in his direction no hit.

Acoustic Torps are somehow slow , even if the manual says 20-25 Kts or so .

The fact is an Acoustic torpido will NEVER keep a straight line as it can ~or will~ aim on any fast screws , and at different times during its run .
That means : the Torp can go straight for 800m , then turn 20 Deg Port as it hears a target that direction , then turn 45 Deg Starboard because a nearest fast target is not anymore the first one , etc ...

Regarding your aiming : it was simply BAD . Sorry to say that so abruptly ;)
I fired one out the back at a destroyer about 2000m away, he was doing 15 knts
Your Torp did run out out "gas" before to catch up with the Destroyer . As simple as that .
THEN , and furthermore , never fire at the back of a fast moving vessel as its own propeller wake will disturb your Torpido before it hits .

I can add that the depth and impact setting for an Acoustic Torpido should be set as follow :

# : Magnetic , 1 (one) meter under the warship 's keel , whatever the weather 's like .

Try again Herr kaleun . Torpidos are too expensives to be wasted ! ;)
(Friendly talk :) )

B. Goelf out .

Cheers .

todd293
01-10-06, 10:34 PM
no I meant I fired out the back of my uboat the stern tube not at his back. Ive recently had great success with waiting until they get within 1200 meters or so coming straight on. the torp will usually go by the side then loop around and hit them in the stern :D

fargel
01-11-06, 02:39 PM
One time I attacked a convoy and was able to disable a T2 Tanker, along sinking 4 other ships. But that damn T2 tanker took 5 torps before it went down. That had to be the toughest ship to sink, usually I do a one mag torp aginst it, right under the funnel and it blows up in the giant fireball, but this time it didn't work...

donut
01-12-06, 09:00 PM
What do we know about FAT fish?

Punisher_sa
01-14-06, 03:32 PM
i have been using farsides advice and method and i am glad to say that out of the last 25 torps i have launched only 3 didnt hit :rock: :rock: :rock: :rock:

Farside
01-16-06, 05:53 PM
Thats what i like to hear :) ty mate.

huevo
01-25-06, 03:24 AM
Does anyone have any tips on FAT settings and procedures :hmm:

Bluewings
01-25-06, 12:51 PM
Ladder pattern Torpidoes becomes usefull during a Convoy attack when you have been spotted by the Escort .

Do not fire them before to have been spotted , as a TI/II/III can do the job easily and without fuss and fancy setting .

Few things to remember :

#1: Check the Ship in the convoy who has the highest draft ~usually a big Tanker or a C3~ . In this case around 10m under waterline .

#2: Set the FAT Torp to magnetic pistol , depth 10.5m .

#3: if the Convoy is 2000m away (exemple) , aim for the first or second leading ship in the Convoy and set the straight line to 2500m .

#4: Set the pattern to run ahead of the Convoy and not behind because as the Convoy keep moving , your Torp will loose time during its pattern and can end up behind the Convoy .

#5: Choose a short pattern ~800m~ as most ship in a Convoy are about 400-500m away from each other .

Because you do not know which Ship your Torp will hit , it is better to choose a magnetic pistol , as an impact one will need a good angle to detonate and not to go "dull" on the ship 's hull .
You cannot guess at which angle the Torpido will hit ...

Choosing a mag pistol set at 10.5m will allow the torpido to go easily under ANY ship with a very strong chance to detonate .

Good luck :)

Cheers .

huevo
01-27-06, 02:32 AM
Ta v.much, will try that :up:

donut
01-27-06, 07:48 AM
"#4: Set the pattern to run ahead of the Convoy and not behind because as the Convoy keep moving , your Torp will loose time during its pattern and can end up behind the Convoy . "Good advise,Please explain how this is accomplished,Flipping the pattern pathway that is? This also "#5: Choose a short pattern ~800m~ as most ship in a Convoy are about 400-500m away from each other ."How too's needed Thanks

Bluewings
01-30-06, 12:21 PM
Flipping the pattern pathway that is?

Yes .
"How too's needed Thanks

In the FAT settings , you have the choice of 800m or 1600m search pattern . Use Dial No3 and click on your chosen pattern length .

Cheers .

donut
01-31-06, 03:19 PM
Axcess to Fat settings,click on FAT above torp loaded lite tube w/FAT-fish loaded to follow previous,setup suggestions

sasquatch
11-13-07, 09:04 PM
Thanks for the tips on the magnetic torps. On my first career and was getting really mad when I couldn't get them to work. Yeah, high speed + 2m below keel doesn't work out to well in calm weather...

brendan
01-13-09, 08:08 AM
i sometimes have problems with loading torpedoes even on the surface, i have the station full, with a torpedoman, and every tube says "waiting in queue for loading." so effectively, im screwed, because none of my torpedoes are loading, and right now, im underneath a convoy ready for a second attack. help please

meduza
01-13-09, 08:56 AM
i sometimes have problems with loading torpedoes even on the surface, i have the station full, with a torpedoman, and every tube says "waiting in queue for loading." so effectively, im screwed, because none of my torpedoes are loading, and right now, im underneath a convoy ready for a second attack. help please
Press "Z" to secure from silent running and you should be OK.

Weiss Pinguin
01-13-09, 01:24 PM
Also check that your crewmen have enough stamina for the job. Otherwise they'll just pass out and your attack is screwed over.