View Full Version : Weak Spot on a T3 Tanker
UnterseeBoogeyMan
04-01-07, 04:11 PM
I looked in the wiki community manual, it has weak spots for most ships but not a T3 Tanker. I have one fish left, I want the one shot/one kill if I can get it. The manual says for a T2 to set depth on torp to 3 meters and aim for the gas aft of the smoke stack. Does this apply for the T3 or am I hosed? Naturally, it's stormy weather.
If I can't get it, no big loss, I have over 60,000 tons sunk on this patrol alone and I go home to a Knights Cross with Oak Leaves and Diamonds either way. I just want to get efficient with these torpedoes. I'm going to need to when attacking convoys and Destroyers ready to be heros themselves. :huh:
I looked in the wiki community manual, it has weak spots for most ships but not a T3 Tanker. I have one fish left, I want the one shot/one kill if I can get it. The manual says for a T2 to set depth on torp to 3 meters and aim for the gas aft of the smoke stack. Does this apply for the T3 or am I hosed? Naturally, it's stormy weather.
If I can't get it, no big loss, I have over 60,000 tons sunk on this patrol alone and I go home to a Knights Cross with Oak Leaves and Diamonds either way. I just want to get efficient with these torpedoes. I'm going to need to when attacking convoys and Destroyers ready to be heros themselves. :huh:
GWX or NYGM or vanilla?
UnterseeBoogeyMan
04-01-07, 04:46 PM
vanilla with only the 1.4 patch installed
Paajtor
04-01-07, 04:53 PM
With 1 torp left (regardless of which mod), I'd go for a hit on the propulsion/rudder area, and finish off with the deckgun.
UnterseeBoogeyMan
04-01-07, 05:08 PM
I've been setting up for that. I notice when I shoot where the target is either 350 or 341 bearing, the torpedo goes out at a gyro angle adjusted to always hit in the same spot. Always towards the center just aft of the bridge. I've even done this hitting ahead of the target where he's 10 to 15 degrees to starboard. Is there anyway to adjust the angle wiht which the torpedo leave the tube? If I can do that I can do more precise aiming, say on the rudder or close thereabouts.
If the one torpedo isn't enough, I'm shadowing him at Persicope depth until the weather calms. I have the gas to still get back. I figure when I get down to 40 to 50% I can squeek into base.
Paajtor
04-01-07, 05:27 PM
Your hit will be where you aim.
So if you have your target locked in your scope (L-key), and fire on the solution you get there, then you will hit approx. midships...everytime.
To hit a different spot, still get the solution for midships, but then unlock, and aim for the area you want, and fire immeadiatly (torpedoe-tube should already be opened).
You can read depth of rudder/scew, by taking a look at the recognition-manual.
Set the torp on magnetic impact, just to be sure.
UnterseeBoogeyMan
04-01-07, 05:34 PM
Got it, the L-Key is the variable I need to change here. I'm sticking with Impact only becuase it's April 22 and the weather has rough seas. I understand that magnetic doesn't work too well in rough seas and the magnetic pistol problems didn't dissappear for the Germans until after the Norway invasion. As it is now, Trondheim in our hands but not Bergen. Next patrol, it might be safe to play with the magnetic. Thanks for the info, I'm going to act on it in 5..4...3..2...1. :arrgh!:
Paajtor
04-01-07, 05:37 PM
Go!!:rock:
I find if I hit them in the engine room, they will stop and eventually sink. I guess by destroying the engine room, you stop/destroy the pumps, they can't control the flooding, and eventually go down.
UnterseeBoogeyMan
04-01-07, 07:20 PM
I find if I hit them in the engine room, they will stop and eventually sink. I guess by destroying the engine room, you stop/destroy the pumps, they can't control the flooding, and eventually go down.
Is that directly under the smokestack? I nailed my target directly under the smokestack, set it to run at 5m depth (since that's roughly half the draft of a T3). He slowed from 13 down to 5 knots. I have the setting turned off where sinking is emmmediately recognized. Who knows if that was enough.
Some things I could do different;
-Set the depth to run more shallow?
-Aim further back as close to the rudder as possible? I'm worried about the curviture towards the end of the ship not producing an impact.
If these solutions don't work, I am content to shadow him until I can break out the deck gun. Hopefully the DDs don't join the party.
UnterseeBoogeyMan
04-01-07, 07:35 PM
I just nailed him closer to the rudder and at 3 meters depth. He's slowed from 13 knots down to 3. The last option;
-nail him directly under the smoke stack at 3m.
I'm going to shadow him for a while though. Depending, maybe I'll try my last option.
He actually slowed to 2 knots. Time will tell.
Steppenwolf
04-01-07, 10:40 PM
This is a link to a chart showing the critical areas of each ship in vanilla SH3:
http://files.filefront.com/shipchartpdf/;6611422;/fileinfo.html
Green = Rudder
Blue = Keel
Pink = Ammo Bunker
Yellow = Engine Room
Orange = Fuel Bunker
Information in BOLD text is the ship's draft.
UnterseeBoogeyMan
04-02-07, 12:32 AM
This is a link to a chart showing the critical areas of each ship in vanilla SH3:
http://files.filefront.com/shipchartpdf/;6611422;/fileinfo.html
Green = Rudder
Blue = Keel
Pink = Ammo Bunker
Yellow = Engine Room
Orange = Fuel Bunker
Information in BOLD text is the ship's draft.
I'd think you'd want to target the fuel tanks for a one shot/one kill. If so, this gives me some ideas. Much appreciated!
Keelbuster
04-02-07, 07:43 AM
I think it's just chancy in GWX. I've seen fatal secondary explosions in T3s from his under the bow, the center, and the stern. I usually go for the stern, because it is so vulnerable in T2s and I fall for the analogy. Somehow I suspect that the bow area is vulnerable in T3s - like there is some explosive fuel carried there. I seem to get a lot of secondary explosive-kills from bow shots. With T3s I always set my torps to 11.7m depth. Works like a charm.
Paajtor
04-02-07, 10:05 AM
-Aim further back as close to the rudder as possible? I'm worried about the curviture towards the end of the ship not producing an impact.
That's where I usually set a magnetic impact, and aim directly at the screw&rudder.
On most occasions, the close explosion destroyed the screw(-s), leaving a sitting duck for the deckgun.
But you're right...in stormy weather with heavy seas, there's the risk of premature detonation, since you're aiming only a few meters below the waterline.
vwc_maxwellsmart
05-19-07, 04:02 PM
Hi guys
I agree 11.7 m under the smoke stack works beatifully, but another weak spot is just ahead of the front bridge :arrgh!: .
Cheers
Dietrich
05-21-07, 02:15 AM
For those who can't access FileFront, here's some alternative links for the "critical zone charts" as simple PDF downloads.
http://www.3rdflotilla.org/resources/sh3_schiffskarte.pdf (German version)
http://www.3rdflotilla.org/resources/sh3_shipchart.pdf (English version)
These are for the stock 1.4b version of the game.
Corsair
05-21-07, 04:29 AM
In stormy weather, hitting ships in the bow area often sinks them by flooding of the forward area and "Titanic" sinking...
17thcpikeman
05-22-07, 02:07 AM
Corsair - I agree with you on that one in high seas hit the bow area and the ship will sink quickly due to the flooding effect. Hit a C&D last night in the bows ini rough seas and she sank quickly before a sencodary explosion happening after the crew shouted "She' going down".
I tend to use impact in rough weather but find magnetic a better torp for less failures. Plus if you miss by just a short amount the still can detonate and slow the ship.
canimodo
05-22-07, 05:57 PM
Isnt there a mod that would mark these weak spots in the ingame target book ?
This would avoid the effort of pause + shift tab to check this pdf....
:yep:
UnterseeBoogeyMan
05-22-07, 08:30 PM
Isnt there a mod that would mark these weak spots in the ingame target book ?
This would avoid the effort of pause + shift tab to check this pdf....
:yep:
Yes, in the GWX expansion there is. If you close to within 1000 meters, 90 degrees AOB, and you have officers ar all 3 posts in the command room then you have this feature. You may even need an officer in the torpedo room, but that may not be correct. You at least need a Weapons Officer.
Beyond 2000, go from memory or the pdf.
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