Log in

View Full Version : Prefered torpedo types in GWX ?


Adriatico
08-28-07, 09:04 AM
I am playing GWX 1.02 carier (1941) an I noticed that various types of torpedo are present in my tubes/resereves...

I prefer the type that leaves white trace at sea surface...
Well, it is a primitive model, it makes my direction visible...etc.

But... when combining attack in middle of convoy, it gives me instant visuals : if my shots are well aimed, so I can quickly go for the next manouver, without waiting for a shot results...
It enables my sub to spare some 30-60 seconds in attack combination ...score three "heavy" kills and get away right in last minute!

- what is that "basic torp" called?
- is it possible to load/trade all the torp-s to be of that same kind at base start ?

lutzow
08-28-07, 10:19 AM
I am playing GWX 1.02 carier (1941) an I noticed that various types of torpedo are present in my tubes/resereves...

I prefer the type that leaves white trace at sea surface...
Well, it is a primitive model, it makes my direction visible...etc.

But... when combining attack in middle of convoy, it gives me instant visuals : if my shots are well aimed, so I can quickly go for the next manouver, without waiting for a shot results...
It enables my sub to spare some 30-60 seconds in attack combination ...score three "heavy" kills and get away right in last minute!

- what is that "basic torp" called?
- is it possible to load/trade all the torp-s to be of that same kind at base start ?

- basic torp name is T1 powered by gas steam - that is your white
trace at sea surface.
T1 gives you also possibility of setting 3 different speeds of torpedo:
slow - medium - fast.
You can change the speed on F6 screen during your patrol before shot.
T2 & T3 are electric powered - there you cannot change the speed.

Yes - it is possible to change all torpedos loading. When you are in
your office just click on right table - now you have opened your
u-boat equipment screen. There you can change your torpedos as
you wish.

Cezbor
08-28-07, 10:30 AM
And if you need all or some new torpedos earlier, you can allways change your Basic.cfg file;)

Penelope_Grey
08-28-07, 10:39 AM
Have to say I am more of a T1 person, mainly because it allows you to set the speed. So the T1 in effect offers you a better opportunity to make a simultaneous bang than an electric torpedo does. As in convoy attacks making all your shots hit at around the same time.

Though the Electric torpedoes are better mainly because they leave no trail whatsoever as they run to the target, the only drawback of them is they are slow, only 30 knots they go. a T1 can more at 44 knots, I have hit a schnellboat with a T1 :oops:

dcb
08-28-07, 12:23 PM
Until august 1942 - as far as I got in the campaign - I only used T1 set to fast. Impossible to evade if shot from inside the convoy (my tactics). When accoustic eels become available, I'll give them a try against escorts.:arrgh!:

Adriatico
08-28-07, 02:03 PM
Thank you guys for a quick advice!

I really prefer to see in a 3-4 seconds upon firing my torp, if direction is well aimed...and quickly start may next offensive manouver.
As I said, at the end of attack atempt - it spares some 30-60 seconds, all togather, which could mean diferrence between glory and death...

Packerton
08-28-07, 05:11 PM
I use a mix but mostly T1s in the early war.

I have at least 1 T 2 in the tube at all times incase I have to attack at daylight with perfect weather conditions so they cant spot the first torpedo.

dmlavan
08-28-07, 05:14 PM
When FaT torpedoes become available, don't forget to exchange you "regular" torpedoes for those. If you miss on the first shot, there's a chance you can hit another target on a second or third leg.
Later in the war the acoustics are worth their cost in renown. I've done snap shots at pursuing escorts w/ an acoustic torpedo from the stern tube. In some cases, the torpedo's homing feature made up for a bad firing solution and sank the escort. In one case, the escort was able to dodge the torpedo, but I was able to sneak away while the escort made a series of hard, high-speed turns.

Spruence M
08-28-07, 10:58 PM
The Acostic Torpedoes are nasty. They do about 30kts and fired at an escort, you can say bon voyage. They always hit just fore of the prop shafts, assuming they hit. They are sweet stuff.

Killing Escorts becomes a way of life in the Med. Sea.

PeKe
08-29-07, 02:56 AM
Yea, but beware when you fire, that you are not to close to other ships. I fired upon a attacking dd, and was sure it gonna hit, when the torpedo suddenly changed course, towards a merchantship.... :damn:

I managed to get away, but it was a close call...

d@rk51d3
08-29-07, 03:46 AM
I personally like to let loose with a nice hot steamer........:huh::oops:

......errrr, I mean T1.;)

Cezbor
08-29-07, 05:37 AM
T VII Walterturbine rulez:rock: This baby has the best range and she's devastating:arrgh!:

Woof1701
08-29-07, 10:57 AM
I generally prefer the T1 myself due to its high speed. I never attack at more than 1500 meters so range is irrelevant. It's simply easier to handle and the safer shot because it takes less time to cross the distance to the target. Normally even evading and zigzagging merchants are no problem if fired at a distance of 800 meters or less.

In addition I keep some T2s or T3s in the aft tube(s) in case I'm pursued by DEs. Especially the smaller corvettes and sloops can be easily dispatched when letting them close to 300-350 meters dead astern. Just be careful since they'll aim for your scope with the guns!

BTW:
As far as I know in SH3 ships don't see and react to the steam wake, so it is irrelvant whether to use steam or electric. Right?

Spruence M
08-29-07, 11:08 AM
Ships most certainly do re-act to steam in SHIII. In SHIV, they even set the alarms off and you can here it if your in external view.

I did'nt think an eel would arm at less than 500m?!

Letum
08-29-07, 12:14 PM
IRL German eels arm at 200-300ft IIRC (100m-ish) depending on type.

Im a T1 guy. I like the range, especialy mid war when you may need to fire from outside the escort screen.

dcb
08-29-07, 12:27 PM
As far as I know in SH3 ships don't see and react to the steam wake, so it is irrelvant whether to use steam or electric. Right?
They sure do react. As a test, try the Academy torp training mission and fire a T1 at the stationary small merchant, at some 800 meters. You'll see it speeding up from 0 to full speed as soon as it sees the wake. Most likely you'll miss it if you set target speed to zero.

I did'nt think an eel would arm at less than 500m?!

In SH3, torps arm at 300m.

Morts
08-29-07, 12:56 PM
and with magnetic they arm at even less than 300m:up:

Jimbuna
08-29-07, 01:05 PM
All eels in SH3 arm at 300 metres except for the acoustic (400 metres).
My fav is def the T1 :yep:

Kaleu. Jochen Mohr
08-29-07, 01:08 PM
my torpedo's get always armed ;)
when a escort come's in a clear line at you you fire a torpedo a few cm below its keel and BLAM! it smacks on the screws :know:

GT182
08-29-07, 04:23 PM
:hmm: Any torpedo that is NOT a dud is a good one. ;)

It takes a minimum of 300m for a non homing torpedo to arm in SHIII. After 400m an acoustic homing torpedo is on the prowl.... Dive and shutdown your engines before it reaches that magic number or you'll be as good as whale poop. :yep:

Sailor Steve
08-29-07, 05:12 PM
Prefered torpedo types in GWX ?
Ones that work.

Adriatico
08-29-07, 05:38 PM
[quote=dcb][quote=Woof1701]
They sure do react. As a test, try the Academy torp training mission and fire a T1 at the stationary small merchant, at some 800 meters. You'll see it speeding up from 0 to full speed as soon as it sees the wake. Most likely you'll miss it if you set target speed to zero.

* * * *
If that is so... it is funny, not likely.

OK, it is possible that some ship crew, within convoy, notice "passing by" torpedo trace.
... but for targeted ship - it is almost impossible?!
...to notice approaching torpedo at open sea - and take evasive action with merchant???
Funny,...it should be tweaked! (GWX team?)

Which file/value could decrease this SF feature to some realistic level?

Woof1701
08-30-07, 02:34 AM
Thanks for the enlightenment. Since I always try to fire very close I never noticed that but that encourages me to attack escorts with electric torpedoes only. :)

@Adriatico
I'm not so sure if you're right there. I often heard that the torpedo "wake" is easily visible during the day even at a right angle when it's coming at you and that merchants managed to evade torpedoes fired at long range. IIRC the uboat commanders handbook also states that steam torpedoes are to be fired preferably during the night because of the wake.
However, one thing in SH3 that would never work is the merchants speeding up from 0 to 8 knots within a few moments. In any case that's a minor annoyance, since in SH3 and GWX the chance to hit and sink a ship are too high in any case.

Jimbuna
08-30-07, 05:52 AM
:hmm: Any torpedo that is NOT a dud is a good one. ;)

It takes a minimum of 300m for a non homing torpedo to arm in SHIII. After 400m an acoustic homing torpedo is on the prowl.... Dive and shutdown your engines before it reaches that magic number or you'll be as good as whale poop. :yep:

This is an exam....stop looking at my test paper :x

All eels in SH3 arm at 300 metres except for the acoustic (400 metres).
My fav is def the T1 :yep:


:lol: ;)

Adriatico
08-30-07, 07:35 AM
Woof1701 (http://www.subsim.com/radioroom/member.php?u=210470) vbmenu_register("postmenu_634042", true); , it is not a big problem, I always go for a capital ships in convoy ...and they are simple too inert and massive for any instant evasive action.

Woof1701
08-30-07, 09:20 AM
Woof1701 (http://www.subsim.com/radioroom/member.php?u=210470) vbmenu_register("postmenu_634042", true); , it is not a big problem, I always go for a capital ships in convoy ...and they are simple too inert and massive for any instant evasive action.

Agreed.

GT182
08-30-07, 09:23 AM
This is an exam....stop looking at my test paper :x


Who me? How can I? I'm not even allowed in the classroom. ;)