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mcmst26
11-19-07, 12:10 PM
Greetings Kaleuns!

In your experiences what has been the optimal setting for torpedo running depth for a magnetic trigger for a keel shot? :hmm:

I have been experimenting with setting torpedoes at 1 to 2 under the current ships draft but have failed to find the ‘sweet spot’. Most of the time the intended target ends up being disabled and eventually sinks due to flooding or it requires a few well placed shells from my deck gun to send her all the way down.

I really hate to put more than 1 eel into a small merchant. :down:

Also does the depth really matter, other than the default setting of 5 when launching torpedoes with impact triggers? :hmm:

Currently running: Sh3 1.4b + GWX 1.3

Penelope_Grey
11-19-07, 01:21 PM
Hi there!

For a magnetic shot, ideally 1m - 1.5 under the keel. anything less and you risk the torpedo impacting on the rounded underside and potentially bouncing off. also in stormy weather, BdU recommends not using magnetic pistols due to interference from the sea potentially causing a premature detonation...

Yes, depth matters when using impact settings, ideally, you should set the depth for half way between the water line and the keel.... so, if you have a ship with a draft of 9.9 m... then, you'd set your torpedo for 5 m....if the draft is 6 m, you'd set for 3m, and so on... bear in mind though... in rough seas, its better to set a bit too shallow than too deep as the ship is bobbing up and down.... also... if you are aiming for the front parts this is fine... but if you choose to aim for the back parts then you may need a more shallow setting :up:


In terms of sinking smaller ships. If you send an impact torpedo into her side just about half way between the bow and the superstructure, then you're in the money there, eventually she'll succumb to her wounds and sink. One torpedo is all you need.

Obviously on the larger ships 2 is recommended. But anything 3000tons or less should only take one hit and then poof, they are gonners...

Brag
11-19-07, 02:00 PM
Good info from Penny. You may also want to take a look at the torpedo article on my webbie. :D

siber
11-19-07, 02:30 PM
I don't use magnetic detonators any more. When I tried using them, 50% of the time they'd detonate prematurely, and 20% of the time they'd sail right under the target.

Impact settings all the way now: 4m for small merchants, 6m for ships with about 10m draft.

mcmst26
11-19-07, 04:16 PM
Excellent Information there Penelope, I really appricate your insite. :up: I learn something new every day in regards to my rust bucket VIIB. It's ready for a refit! I'm still wainting on my request for a competent Weapons Officer. The current fool is constantly inputting incorrect depth setting on my torpedoes! :damn: BdU keeps denying my request. They also denied my request for a new VIIC, something due to the fact I rammed a small merchant; I had no more eels left and she would not sink. :down:

Jawhol, Herr Kaleun Brag! I have visited your site on many different occations. I never bothered with setting torpedo depth until after I read the information on your site under "Shop Talk." I rather enjoyed your short story called "U-551 The Outsider" :up: Are you going to write anymore on U-551 return trip?

Umfuld
11-19-07, 04:44 PM
I've always gone shallow with impact setting. 2-3m


Tried going deeper a few times thinking it would be better to make the hole below the waterline :p but had a couple clang off and have stuck with 2-3m ever since.

Seems to work okay.

PavelKirilovich
11-19-07, 04:55 PM
Penelope, Brag: Good reading, thanks!

My SOP is as follows:

Magnetic pistol is set to 1.0-1.5m depth below maximum draught keel placement. Unreliability of magnetic pistols means I guesstimate where the outer bulkhead of a given compartment is (IE: Engine Spaces, Fuel Bunkerage, etc) and try to set the torpedo to impact the target at that point and blow that bulkhead across the compartment.

Identification books come in handy since the height "grid" gives you excellent reference as to below-designed-waterline depths. Especially useful combined with that mod that highlights the target's "sweet spots."

U49
11-19-07, 05:21 PM
For a magnetic shot, ideally 1m - 1.5 under the keel. anything less and you risk the torpedo impacting on the rounded underside and potentially bouncing off. also in stormy weather, BdU recommends not using magnetic pistols due to interference from the sea potentially causing a premature detonation...


I use magnetic detonators almost only for a counter shot against escorts.

The AOB is in such a situation 0-30 degrees, and there is rare time to chanhe the preselected depth of 4-5m .....
And that setting is perfect :yep: for escorts.

For all correct planned and developed attacks I shoot AZ.

panzer 49th
11-19-07, 06:21 PM
I use magnetics on anything that is at to sharp an angle for impact pistol


Just a tip if you hit a revenge battleship just under the second turret most of the time it will die with one hit.

sasquatch
11-19-07, 09:19 PM
Hi there!

For a magnetic shot, ideally 1m - 1.5 under the keel. anything less and you risk the torpedo impacting on the rounded underside and potentially bouncing off. also in stormy weather, BdU recommends not using magnetic pistols due to interference from the sea potentially causing a premature detonation...

Yes, depth matters when using impact settings, ideally, you should set the depth for half way between the water line and the keel.... so, if you have a ship with a draft of 9.9 m... then, you'd set your torpedo for 5 m....if the draft is 6 m, you'd set for 3m, and so on... bear in mind though... in rough seas, its better to set a bit too shallow than too deep as the ship is bobbing up and down.... also... if you are aiming for the front parts this is fine... but if you choose to aim for the back parts then you may need a more shallow setting :up:


In terms of sinking smaller ships. If you send an impact torpedo into her side just about half way between the bow and the superstructure, then you're in the money there, eventually she'll succumb to her wounds and sink. One torpedo is all you need.

Obviously on the larger ships 2 is recommended. But anything 3000tons or less should only take one hit and then poof, they are gonners...

5 meters won't work on a tanker, they just slide right off... I never go deeper than 3 meters unless using magnetics torps. Also, even big ships will go down with one eel if you hit em just right. Hit a C3 directly in front of the smokestack and it cracks in half 95% of the time.

Penelope_Grey
11-20-07, 05:22 AM
Weird how experiences differ from person to person... as I say my half way between surface and Keel has never failed me yet. :up: Reason I do this is it creates an optimal flooding situation. I like my ships to sink and sink quickly. I'm not one of these took 2 hours real time to sink people. No, when I see the boom, I expect to not see the ship anymore. :lol:

TarJak
11-20-07, 06:26 AM
I tend to go with 4m in rougher weather or 1m deeper that keel in calm. Both work.

robj250
11-20-07, 01:39 PM
I just love using magnetic (in calm waters) for a bow shot on oncoming escorts. Love to see them go down bow first. :lol:

Rob