View Full Version : torpedo setting
dean_acheson
11-21-06, 08:05 PM
How do you all set your torpedoes in late 40 early 41.
To hit the side, or a bit under the ship with a Mag. Detonator?
I am using GW 1.1....
It just seems awful hard to put down a large tanker....
VIICDriver
11-21-06, 08:30 PM
For a "large tanker" I am 10m deep, magnetic and fire where it "locks" on.
Chuck
Here's another one: Using T1 G7a or TII G7e, I always have it set to M for magnetic. I've had some shot where the Torp skids down the length of the ship (yep, a stupid shot with very little angle on the bow) yet they don't detonate.
Wouldn't the magnetic detonator sense the ship and set it off, even if there wasn't enough to trigger the impact detonator?
VIICDriver
11-21-06, 10:19 PM
Early in the war they supposedly had trouble with the magnetic pistols, so much so that an order was given to fire them on impact only.
I know what you mean as I have had same issue, looks like they would explode but do not. 1 in 5 will.
Off to patrol!
Chuck
dean_acheson
11-21-06, 10:45 PM
I had had some luck with the magnetic detonators, with DDs and straight shots. Just kinda wondered if there was some kind of consensus as to the best use.
mookiemookie
11-21-06, 11:25 PM
3 meters depth, impact pistols. 3.5 meters on deeper draft ships.
I'm an impact pistol junkie. ;)
Albrecht Von Hesse
11-21-06, 11:55 PM
Here's another one: Using T1 G7a or TII G7e, I always have it set to M for magnetic. I've had some shot where the Torp skids down the length of the ship (yep, a stupid shot with very little angle on the bow) yet they don't detonate.
Wouldn't the magnetic detonator sense the ship and set it off, even if there wasn't enough to trigger the impact detonator?
The problem with the magnetic pistols in a situation like you mention is that they didn't sense metal, they sensed magnetism. More specifically, they detected the increase of magnetic field caused by the concentration of the Earth's magnetic by the steel of a hull. That increase is sharper and quicker when you pass under and perpendicular to the hull.
Picture looking at the ship bow-on. Now picture tracing circles around the ship, each concentric to each other and increasing in size (looking like a target bulls-eye). A torpedo passing perpendicular and under will cut through many of those circles, while running lengthwise you'll stay within the same area.
Now picture having 6 circles, the outermost the weakest and the innermost the strongest, magnetic field around the ship. You'll have very little increase, scraping down the side, as the magnetic field strength remains about the same.
The other problem with magnetic pistols (historically, anyway) is that the Allies, once having discovered how the Germans' magnetic detonators worked, having recovered and disassembled a magnetic mine, began degaussing their ships.
It's not that the ships themselves had a magnetic field, as much as their hulls, simply by passing through the Earth's magnetic field, were picking up, and then concentrating, Earth's magnetic field around them. By degaussing the hulls, they scrambled and weakened that concentration, and in doing so prevented torpedo and mine magnetic detonators from detecting the hull and exploding the ordinance.
(Ref.: http://en.wikipedia.org/wiki/Degaussing#Degaussing_ships )
...the Allies, once having discovered how the Germans' magnetic detonators worked, having recovered and disassembled a magnetic mine, began degaussing their ships.
The things you learn playing a "game".
"Demagnetizing" an entire ship? Who'd have thunk? Great read! Thanks!
melnibonian
11-22-06, 07:25 AM
Until 1941 I am using impact detonators to avoid 'accidents'. After that it depends on the target. If I'm attacking DDs or Tankers I set the running depth to 1m and magnetic detonators to make sure it will explode even if it hits on a curvy part of the hull. For tankers especially I use fast speed settings and fire once the target is between 400-800m away. For lagrer cargo ships I use 3-3.5m runnig depth and impact detonators. If I'm going for a keel shot (only in calm seas and against smaller ships to maximise the chances) I set it 0.5m under the draft.
AVGWarhawk
11-22-06, 08:43 AM
I use impact pistol all the time. From my experience there is a high rate of success using impact pistol. With that said, if I'm getting my butt in a sling to sink a ship, I want a better chance at success with the impact and not magnetic. But hey, thats just me;)
Herr Russ
11-22-06, 11:20 AM
I almost always use a magnetic set 1 meter under the keel.. Seems to be more of a damaging blow than with impact. I've never snapped the keel or split a ship in half with an impact shot. :rock:
Albrecht Von Hesse
11-22-06, 12:31 PM
I almost always use a magnetic set 1 meter under the keel.. Seems to be more of a damaging blow than with impact. I've never snapped the keel or split a ship in half with an impact shot. :rock:
I quite often blast a tanker or cargo ship in half with an impact-pistolled torpedo. It takes some effort to do so, as I have to target the fuel bunkers, but a well-aimed, 3-5 meter running torpedo in the bunker quite often blows the ship in half.
Wijbrandus
11-22-06, 01:28 PM
I almost always use a magnetic set 1 meter under the keel.. Seems to be more of a damaging blow than with impact. I've never snapped the keel or split a ship in half with an impact shot. :rock:
I quite often blast a tanker or cargo ship in half with an impact-pistolled torpedo. It takes some effort to do so, as I have to target the fuel bunkers, but a well-aimed, 3-5 meter running torpedo in the bunker quite often blows the ship in half.
In Grey Wolves, where exactly is this fuel bunker now? Didn't they change it from stock some? I am usually just happy to put an eel into the engine room or hit the propellor - anything that disables the ship is a good thing for me.
I thought I read where someone had converted the stock critical hit zones into a PDF, but I can't find it now. That would be handy if they haven't changed too much.
dean_acheson
11-22-06, 01:45 PM
Can't you only "aim" a shot when you manually imput and fire? Can you aim a shot at a ship using the WO to do the imputs?
AVGWarhawk
11-22-06, 01:53 PM
Can't you only "aim" a shot when you manually imput and fire? Can you aim a shot at a ship using the WO to do the imputs?
Yes, unlock the scope or UZO and place it were you want the torpedo to hit. Hit the check mark for the update to the WO and let it go! If you lock the UZO the torpedo will go to the same spot every time unless you slow or speed up the torpedo.
dean_acheson
11-22-06, 02:46 PM
lol, after all this time.
i've always wondered if you could do that. Thanks Brother!
So, the checkmark updates, what does the x do?
I'd noticed the 'update' switch on the targeting computer, down in the control room, and wondered what that did.
AVGWarhawk
11-22-06, 02:52 PM
No problem. I had to learn this as GW uses the closed bulkhead idea so you have to hit different spots to sink the ship. Like I said, if you hit the same spot with the GW mod you are wasting you time and torpedos. I also fool around with torpedo speed to hit other spots but that is more of a guessing game.:shifty:
The check mark updates to the WO. The X clears everything you have put in. The switch in the targeting room also updates your values. You can also open the torpedo doors while at the WO station and also in the conning tower.
dean_acheson
11-22-06, 03:04 PM
I was kinda wondering about that.
I hadn't played in awhile, and never with GW.
Now it was taking me like four torpedoes to sink a large tanker, which was new.
Where do you find that old map of the compartments on different ships?
Thanks!
Herr Russ
11-22-06, 03:27 PM
Dean,
This will show you vital areas to hit:
http://www.communitymanuals.com/shiii/index.php?title=Ship_Weak_Spots
Russ
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