View Full Version : How to use acoustic torps
predavolk
07-24-08, 11:52 AM
Mod- Please Delete Double Post, Sorry.
predavolk
07-24-08, 11:52 AM
So it's late 1943, and I have access to Type IVs. Soon Type Vs. I've been reading the older threads on them, and they seem to be really effective (especially the Type Vs). Given that they were generally quite unreliable in real life, they seem much improved in the game. My question is, how do you use them?
1- Do you plot a normal solution and fire them?
2- Are they more effective tail on vs. bow on?
3- Do the Type IV impacts regularly fail like normal impacts if you hit at a funny angle? Will they "chase themselves" to a funny angle from a normal shot?
4- What is their minimum range?
5- What happens if the ship you shoot at slows down below 12kts? Do they stop tracking?
6- Lastly, if blindly fired at a fast convoy, are they good enough to pick up any old target and smack it?
I apologize if this is in the GWX manual. I don't have it handy at the moment, but thought I'd ask the questions any how. I do at least understand that you're supposed to shoot and get deep quickly in order to avoid getting hit by them. But
predavolk
07-24-08, 11:52 AM
So it's late 1943, and I have access to Type IVs. Soon Type Vs. I've been reading the older threads on them, and they seem to be really effective (especially the Type Vs). Given that they were generally quite unreliable in real life, they seem much improved in the game. My question is, how do you use them?
1- Do you plot a normal solution and fire them?
2- Are they more effective tail on vs. bow on?
3- Do the Type IV impacts regularly fail like normal impacts if you hit at a funny angle? Will they "chase themselves" to a funny angle from a normal shot?
4- What is their minimum range?
5- What happens if the ship you shoot at slows down below 12kts? Do they stop tracking?
6- Lastly, if blindly fired at a fast convoy, are they good enough to pick up any old target and smack it?
I apologize if this is in the GWX manual. I don't have it handy at the moment, but thought I'd ask the questions any how. I do at least understand that you're supposed to shoot and get deep quickly in order to avoid getting hit by them. But at this stage of the war, "on the job" training with them vs. escorts is likely to be hazardous to my health (:o ) so I'm looking for tips before I sail with them.
Cohaagen
07-24-08, 12:05 PM
1 - Yes. If submerged below periscope depth you can also take bearing and range data from your hydrophones/sonar and fire on a rough solution that way.
2 - Tail on - they will home in directly on the props. I also find that they work better on influence setting. Sometimes with contact fuses they fail to work reliably when they hit the screws/propshafts directly.
3 - Yes, and see above.
4 - 400 metres. They begin seeking after that. You'll notice their left/right swaying motion as they home in if you check the F6 plot map.
5 - If a ship slows down sufficiently or stops dead, yes, the tracker will lose them.
6 - I've used T5s for just this sort of attack so, again, yes.
But be carefull they are dangerous, I have some sort of fear concerning these eels, It's not a good feeling to get destroyed by your own torpedo, I know how it feels
5string74
07-24-08, 12:42 PM
I have had a great deal of success using them against escorts. I plot a normal solution and fire. It is best not to fire from close range as I think the homing device needs some time to activate. On occasion I have made desperation shots while being chased at 500m but that is really pushing it. If the torp misses, it will reacquire the target and often will take it out on a second attempt (they will alter course big time). If you are too close there are no second chances. There will be no time to reaquire.
It is important that your target is louder than you are. I usually order all stop after firing and the torp will chase the escort only. It is a waste of a torp to use one on a merchant. You can easily hit them with a standard load.
I will load one homing torpedo in the bow and two in the stern.
I like to sneak up to the head of the convoy (silent running) and take out the lead escort with a homing torp. (Possibly another escort on the flank of the convoy using the stern tube as well if they are close enough) After the lead escort is hit, come out of silent running mode so you can reload any tubes. You probably won't be heard if you took out the lead escort. You now have a bit of time to insinuate yourself into the convoy and do some damage and then dive deep in the middle of the convoy (escorts will have to go around shipping to get to you) after your attack. Remember, it is later in the war. That means more escorts, better detection. So, one attack on a juicy target and dive, dive, dive.
I have fired a few blindly into a convoy and they did lock onto a merchant and take them out. You can't be sure what merchant will be hit even if you lock onto it. It will lock onto the loudest ship. That's why they are so accurate against escorts - they are loud and they are usually isolated.
Happy hunting. :up:
melnibonian
07-24-08, 12:43 PM
Can the Moderators please delete this thread and put the answers in one of the other two. There are already two other open in the same forum with the same question.
danurve
07-24-08, 03:15 PM
Well a normal solution can get you mixed results, since as others have stated yes they do lock onto the loudest/closest target. Giving an appearance of a mind of their own.
They are a gas to watch in camera view. :yep:
You'll see them 'bounce' on occasion. Both are slow, and so mixing them in with a 'normal' attack run can force different tactics. Iv's are good for slowing/stopping jucy tankers & such that need a 2nd kill shot anyhow. Since they often just blast the screws/props. So imo they are better for anti-escort duty. The improved V isn't that much faster at 24 knots I think it is. But they more often tend to go past the screws even sort of half circle around under the hull for better results.
Can the Moderators please delete this thread and put the answers in one of the other two. There are already two other open in the same forum with the same question.
Been seraching for the other thread with no luck to mergue them :-? is it still open or did any other moderator close it?
Thanks
UnderseaLcpl
07-26-08, 05:01 AM
1- Do you plot a normal solution and fire them?
2- Are they more effective tail on vs. bow on?
3- Do the Type IV impacts regularly fail like normal impacts if you hit at a funny angle? Will they "chase themselves" to a funny angle from a normal shot?
4- What is their minimum range?
5- What happens if the ship you shoot at slows down below 12kts? Do they stop tracking?
6- Lastly, if blindly fired at a fast convoy, are they good enough to pick up any old target and smack it?
Now you're talking! Zaunkonigs are my favorite little friends!
The Zaunkonig and the Falke can effectively be used to neutralize all convoy escorts, thus leaving the convoy at your mercy. Your best bet to maximize this potential is to make sure the escorts find you and chase you BEFORE you attack the convoy.
1) When employed properly, the Zaunkonig should be fired at escorts as they approach you. This torpedo works miracles in down-the throat shots. Your main goal is to get the torpedo's track to within 4 degrees or so of the approaching escort's track. Even if you can't get that close they are extremely forgiving. Escorts are so noisy that the torpedo can pass them and still hear them well enough to turn around and hit them.
2) Doesn't matter. You can actually get better results from a "bow on" shot as the torpedo may hit forward and cause rapid sinking, whereas a hit to the stern may only disable the engines.
3) Sure they will fail, and then they will turn around and try again. Well, most of the time. Occasionally you will get the very odd impact that not only fails to detonate but sends the torpedo hurtling off at several knots above its' maximum speed but it can still find other targets if they pass by. Generally I don't worry too much about that and I consistently use impact fuses as the length of torpedo runs wherin the ZK misses on its' first pass increases the likelyhood of premature detonation.
4) This can be tricky because they are so slow. It is entirely possible to fire a ZK at an approaching DD that is 600m away, only to have it zip right by as the DD passes it before it activates. Historically I believe the activation range was 400m or so but I always try to fire at 700m or more to ensure activation of the guidance system and ample time to hit the escort before it closes on me and I must increase engine speed to evade.
5) Somehow, they always seem to hit anyways. Even the old Falke types.
Still, DD's cruise at about 12 knots while they are searching for you or zig-zagging. Your main concern should be to engage the escorts a good distance away from the convoy since an acoustic that misses may decide to go after a merchant.
6) Hard to say. The acoustics DO have a "cone" in which they can effectively target hydrophonic effects. Just pointing and shooting at a target 3500m distant is unlikely to produce a hit, but if you calculate a solution that will place the torpedo within a few hundred meters of the target it will generally cause a hit.
If there is one thing you tak efrom this post, please let it be that acoustic torpedoes are for escort-killing. Sure a Zk-2 may cost you 1000 renown but the elimination of the escorts and the subsequent brutalization of the convoy can easily make up for it. I find them a totally worthwhile investment and use them frequently. Often I try to stock 10-12 acoustics as late-war convoys will have many escorts and even if they only have 6 or so escorts you can still use them as regular torpedoes against very slow merchants and/or disable the engines (and sometimes sink) faster ones.
That's just my two cents, hope it helps a bit.
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