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Esoteric Ops
09-04-07, 04:02 PM
Hello

I am a casual player but I really enjoy sub sims. Here's the deal, I intercepted a convoy and decided to attack the largest merchant I could, a large transporter @ 10,000t with 28ft of draft. I have only had this game for a week and so as not to make the same mistake I made the day before (launching just 2 torps on a medium for it to just carry on, on its merry way,) I decided to launch 4 torps at this one, with the depth @ 14ft. Well it made nice fireworks but didn't sink, so I came back and fired 2 more torps aft, at this point 2 destroyers were right on my location so I had to fire and avoid straight away.

All 6 torps hit and it still didn't sink! I waited for a couple of hrs, slid away and came back for another hit, I only had 2 torps left. Well, there she was, the same transporter (still on fire I might add,) so I carefully positioned myself, got a perfect lock and fired off my last 2 torps, loads of explosions but it still carried on! I shadowed it for a number of hours just to see if it would sink but it didn't, 8 torps!! Can someone pls guess what I am doing wrong or is it normal for a large trans to survive that many direct hits?

Thx to any replies.

stuntcow
09-04-07, 04:55 PM
Hard to say. I have put 9 torps into a ship and it sailed away. Bad weather and escorts kept me from a desk gun attack so I watched it sail away after 9 fish, all I could do was cry that I wasted that many torps on one ship. Think it was full of cork.

Esoteric Ops
09-04-07, 05:20 PM
9 eh, wow - am used to dw so it seems a bit ott lol, but that's obviously the game. I might try them a bit lower down, say at 20ft next time.

mookiemookie
09-04-07, 05:48 PM
Welcome to the wonderful and wacky world of US torpedo failures in WW2. In real life, and I suspect it's modeled in game, some duds made a water column and looked like hits, but it was due to the torpedoes air flask exploding and not the warhead, causing little to no damage.

gutted
09-04-07, 06:30 PM
dont shoot them all at the same spot. especially if your using the PK (as they will all go for the same spot). spread them out along the ships length. if you are using the PK, make use of the gyro dial to offset each succesive shot.

i usually fire atleast three at big merchants.

one at the superstructure.. one at the funnel.. and one at either the rear or front mast.

wait awhile.. and they'll usually sink.

CanadianSilentHunter
09-04-07, 06:43 PM
Hello

I am a casual player but I really enjoy sub sims. Here's the deal, I intercepted a convoy and decided to attack the largest merchant I could, a large transporter @ 10,000t with 28ft of draft. I have only had this game for a week and so as not to make the same mistake I made the day before (launching just 2 torps on a medium for it to just carry on, on its merry way,) I decided to launch 4 torps at this one, with the depth @ 14ft. Well it made nice fireworks but didn't sink, so I came back and fired 2 more torps aft, at this point 2 destroyers were right on my location so I had to fire and avoid straight away.

All 6 torps hit and it still didn't sink! I waited for a couple of hrs, slid away and came back for another hit, I only had 2 torps left. Well, there she was, the same transporter (still on fire I might add,) so I carefully positioned myself, got a perfect lock and fired off my last 2 torps, loads of explosions but it still carried on! I shadowed it for a number of hours just to see if it would sink but it didn't, 8 torps!! Can someone pls guess what I am doing wrong or is it normal for a large trans to survive that many direct hits?

Thx to any replies.

If they are set to contact and not contact influence could make a big difference. For example, a Torpedo going and exploding at impact makes a really big hole, but two or three feet from impact can only impart minimal damage. Try setting them for either the very bottom of the ship 25 - 27 ft or at the waterline of the ship. If you can hit the same spot at three different levels, say 6 ft, 12 ft, and 18 ft, the ship will almost always split in half. Beware of the very annoying sound it makes as it does so. Just some suggestions, hope they help.

Krauter
09-04-07, 08:24 PM
Also, I dont know if this game has it modeled, there might be Torpedo Bulges, as well as Torpedo belts (on merchants?!?)

I have hit even medium freighters with three torps, same location. Went to look at it on ext. view. :o GOD THERS NO HOLES WUTS GOING ON!?!

So either its a bug, or the nips have got some serious fish defences..

The only way to get around it as i have seen is to either hit right at water line.. or try to get a keel shot off..

With Regards,

Krauter

-Pv-
09-04-07, 08:51 PM
These 8+ torp stories come up often here, but be it known:

It's possible to sink big ships with 2-3 torps when the depth is set correctly, all torps explode, and you set a wide spacing so the torps hit in two or more compartments. It also helps to hit in vulnerable locations like engine room, etc. There is both skill and luck involved making each sinking unique. Spend more time in the sim and refine your technique. You'll be sinking twice the tonnage per patrol after some more practice. Use the sub shool to try different techniques.

Just because the escorts drive you off, you should not write off the ships you hit. After you start hitting them with more damage, you'll more often than not start getting them to at least slow down or stop. After evading the escorts, you'll be able to pop back up and finish them off with the gun. Some ships will slow or stop for a while then get going again. You'll more likely than not lose these, but it's worth getting strong hits with a few torps and see if you can hit them again later.

It's not uncommon for me to stop or slow two ships and maybe sink one or two others in my 1st pass. After the evasion, I have a lot of choices how and when I'll finish them off.
-Pv-

Krauter
09-04-07, 09:03 PM
Yes, Pv, excellent anti-convoy tactics, which I also employ.

Make a first pass.. put a fish into the engine room or the screws, let them sit dead in the water.. evade, come back up and finish off the stragglers. Although more often than not, one of the pesky DDs stick around to moniter the situation.

With Regards,

Krauter

Esoteric Ops
09-04-07, 10:41 PM
Well there is some good advice there and I read all your posts with great interest (I am about to go back out now after a refit so will try and implement :up: ) tbh I lost sight of the fact that ships have compartments and as such I need to spread those suckers or stagger the depths - also maybe find that engine room which I am guessing is maybe 2/3rds towards the back of the ship.

Just out of interest, how many degree's would u offset for a good spread, say at 800yds? :hmm:

PV i wouldn't dare write off a ship I had hit if I had any torps left :D

Incubus
09-04-07, 11:34 PM
The closer you are, the more degrees of offset you want, because the torpedoes won't have enough running time to spread out very widely. It would be nice if someone made a table (ahem!) showing degrees of spread and the distance between torps at ranges of 500,1000,1500,2000,etc yards.

If there are relatively few escorts in the convoy and you have a full load of fish, I'd suggest trying to take down the escorts if possible- they often only take one torpedo to sink and if you wipe them all out, the convoy is easy pickings. If I don't think that is possible, usually I go after 3 smaller ships and fire two torpedoes at each. On average only one sinks right away, but usually 1 or 2 others are crippled at the least, and all the commotion makes more ships easy targets for me to turn around and fire my stern torpedoes.

Esoteric Ops
09-05-07, 12:47 AM
Well, after a bit of practice in sub-school I went back out, found a convoy and fired off 3 torps @ the largest transporter. Range was about 700 and I spread by 1/2 notch each side plus dead on. It exploded and sunk instantly :smug: So I escaped and got ahead and got back in to try and take another, had to get in closer cos they were zig zagging still but fired off 3 and it insta-exploded - 20000t's in 6 torps, a new record for me, well pleased :)

Never tried to take an escort but that sounds like good adivce btw :know: thx

Now I just want to find me a capital ship but I get the feeling they are hard to find!

Krauter
09-05-07, 05:15 AM
Good on ya scoring 20,000 tonnes:up:

You mentioned finding the engine room.. look for the smoke stacks.. its right under them.

With Regards,

Krauter

-Pv-
09-05-07, 09:28 PM
Good Job Ops!

Your practice is paying off. The 1/2 degree spread is what I use as I almost always fire from 800-1000 yards. I make sure I take out at least one warship (large destroyer if haven't encountered a task force) so I get credit for at least one warship per patrol.
-Pv-

Esoteric Ops
09-05-07, 11:13 PM
thx krauter :D

yes i should try and get credit for taking down a few destroyers also pv!

happy hunting all :up:

Krauter
09-06-07, 04:37 PM
Pv, what are the effects of destroying DD's, I though COMSUBPAC didnt encourage the engaging of escorts?

With Regards,

Krauter

SteamWake
09-06-07, 05:07 PM
9 eh, wow - am used to dw so it seems a bit ott lol, but that's obviously the game. I might try them a bit lower down, say at 20ft next time.

Heh... sorry no nuclear tipped torpedoes in this game :p

Glad to see your doing better good luck.

-Pv-
09-06-07, 09:50 PM
"Pv, what are the effects of destroying DD's, I though COMSUBPAC didnt encourage the engaging of escorts?..."

Is there a directive within the game to avoid sinking escorts? Notice in the scoring detail warships are listed seperately. I'm not sure you can call what I do "engage." More like sneak up on them unawares, smash them to dust in a moment of bush-whacking frenzy and sneak away.
-Pv-

Krauter
09-07-07, 05:26 AM
Ok, just the way I read your previous post made it sound as if there was a bonus or something for sinking warships,(other then tonnage of course:up: )

With Regards,

Krauter

SteamWake
09-07-07, 09:42 AM
No 'extra' bonus for sinking warships... unless spefically directed to in mission orders.

That is other than the fact they can no longer persecute you.

Esoteric Ops
09-07-07, 10:24 AM
9 eh, wow - am used to dw so it seems a bit ott lol, but that's obviously the game. I might try them a bit lower down, say at 20ft next time.

Heh... sorry no nuclear tipped torpedoes in this game :p

Glad to see your doing better good luck.

right, someone make me a nuclear tipped torpedo mod pls, thx in advance :rotfl:

there is a bonus for taking down escorts, means u can surface and take out the other 5 in the convoy with your guns and save a couple of torps for the way back :|\\