f16falcon
02-04-07, 09:57 AM
Hi Guys,
Im doing the Torpedo training in Naval Academy...is there any rules to this excercise..do i go for the small merchants first then the big merchant ship...or go for the small tanker first (which seems to have a jet engine up it..lol). Any tactics to help get an "Excellent" rating would be good, as i keep seem to be given the slip. The training video shows the u-boat in one position, but surely it would be better to move to a 90 degree angle of attack..and under 1000 metres.Also i have had a couple of torps bounce off the hull in this excercise...any thoughts??
Lovin it
f16falcon
Welcome aboard!
From what I remember: I zapped the large and small freighter in front. Surfaced and chased the tanker, then the remaining freighters.
If you hit the target at less than 90 degrees, the torp may not explode. The further from 90 degrees AOB the greater the chance of a bouncer. :up:
High Voltage
02-04-07, 12:14 PM
Whatever you do, DO NOT fire first at the ship sitting directly in front of you first. He obviously has great lookouts because he will evade your attack each and every time and signal to the others that an attack is under way.
You are better off trying for one of the others by slightly raising your periscope and marking their position on your nav map. Manoeuvre into position and aim for the juiciest or most critical part then...."LOS"
If you are not in a perfect 90 degree position, you can use your magnetic torps and send them under the ships keel; since they won't actually be touching the hull
you simply look up the ship in the manual and set your torps running depth accordingly (about 1-2 metres lower)
Make sure you hit "q" to open torpedo tubes before you fire.
this should at least get you on the right track.
good luck and good hunting Herr Kaleun:up:
firepower41
02-04-07, 12:42 PM
You're probably still using automatic TDC, so unlock the periscope from the nearest coastal merchant and lead him to the right so that when he speeds up, he is still caught by your torpedo.
The #1 thing is to go immediately to the attack map with F6 and go to the speed setting on the torpedo you want to use. You're using steamers so the merchant's lookouts will be able to tell when the eel is heading in. If you set it at fast speed, they won't react in time, especially if you aim at his forward mast.
I did the exercise several times to get it perfect. It's worth it, you learn a lot. A big deal is always to press Q to order torpedo tube door open on the selected tube.
You can also expend four or more eels on that nearest merchant due to his sighting the wakes.
Leave the big C2 for later. It's not going anywhere - a C2 zigzagging is laughable, because you can sprint a circle around the zigzag.
Swing your periscope to a rough 180 degree bearing, aft, and ready your after tube, tube V, the same way, with a fast speed setting, but this time set your pistol from "M to I" on the pistol indicator. You have a more favorable angle on the bow of the merchant astern of you, and your torpedo is more likely to detonate, all things being equal, on an impact pistol with a favorable angle on target's bow. With any luck it will sink him. If not, at least you're aware of three of your five opponents.
Give the Uboot a little left rudder and some forward speed, swing the persicope forward again and see what happened to the merchant across your bow. With any luck he sinks. If not, you may want to finish him off or wait for later. As tough as it is to get him to take a torpedo, he's unlikely to run off, unlike your last two targets.
If he's sinking or you feel confident he will, give it more left rudder and see if you can't see a target small freighter roughly on a 280 bearing from your original heading. Again, a fast speed and leave the pistol alone since you'll have an unfavorable angle on his bow. He's steaming almost as fast as you can go underwater, and he's moving away. Close if you think you can, otherwise, bring the rudder amidships giving him a lead of a few degrees bearing on the port bow. Fire once you feel you've closed enough, but be sure to wait until the rudder is showing zero degrees, and don't try too hard to close. It will get you in a bad position to take on the tanker to the east, and every second you leave him alone is another second he can go hard aport and deny you angle on his bow.
Don't wait for the eel's impact on that freighter. Turn your periscope almost directly after, for a target small tanker way astern of you. I would say your turn should be starboard if at all possible, but don't make it more difficult for yourself if that first merchant is somehow still floating. Sprint the tanker, surfacing if necessary, to gain a favorable angle on his bow. He will tack repeatedly because one or more of your torpedoes will have struck, perhaps all if you are skillful and lucky. Prepare a bow torpedo with F6 as you are familiar, with fast steam. Choose the pistol most appropriate for the angle on bow you think you can gain. Close to 1.500m, 1km is even better, and begin to follow his tacks. Note the widest (closest to 90deg) angle on his bow that you get in one tack, and keep the degree number in your head. When his angle on bow is coming close to that number again, but not quite there, fire.
With any luck, all you've got to do is finish off the swine wallowing to your north at 5 knots. He should be astern. The C2 may require a number of torpedoes until you get very good at precise targeting. Here, it's also better to unlock the periscope and fire directly at the forward junction between superstructure and deck. I've occasionally split C2s in two by aiming there.
Big points:
Always press Q to open a tube.
Always wait until your rudder is amidships to fire.
When in doubt, use a faster torpedo speed. It gives them less warning time.
When possible, get 90 degrees on the target's bow and use an impact pistol.
You'll get them all after a few tries.
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