View Full Version : Where to aim torpedos on ships?
Roennest
09-10-09, 11:23 AM
I'm having a problem sinking enemy ships in SH4.
Does anyone know if there is a overview of weak spots on all the different ships somewhere? I have searched on the inet for several hours but can't find any.
Munchausen
09-10-09, 11:28 AM
:hmmm: What kind of problem? Are you torpedoes hitting the target ... but the target doesn't sink? How many torpedoes do you use on a large target? Medium target? Do all your torpedoes hit MOT (in the middle of the target ... usually what happens when you remain locked when you fire)?
One in the forward hold and one in the engine room does it more often than not for me.
SteamWake
09-10-09, 12:41 PM
Typically just aft of the stacks. Most often this is where the fuel bunkers are.
There are of course exceptions to this of course.
Furthermore set the torpedoes shallow 5 or 6 feet deep you will get better results. :salute:
DigitalAura
09-10-09, 01:39 PM
set the torpedoes shallow 5 or 6 feet deep you will get better results.
Actually, that's not necessarily true, especially for armoured task force ships.
Otherwise, there'd be no reason for a depth setting at all... (although with this freakin' TMO mod the torps are running 10 feet deeper than the setting says). :shifty:
I agree with shooting under the stacks though, seems to make the nicest explosions! ;)
Roennest
09-10-09, 02:23 PM
I'l try going for the stacks:) I don't have problems hitting my target it's just frustrating to use more torps then necersary. I've heard about a "manual" with all the different ship types and their weak spots so is just wondering if anyone know where to find such a manual?:)
btw thanks for the quick responds to my questions:up:
DigitalAura
09-10-09, 02:37 PM
I thought the weakest part of the ship was below the waterline. The ship sinks faster if you hit his ammunition stores or (in the case of a merchant) boiler rooms. In addition, the ship will invariably always sink if you hit it low in the water so he takes on water as she tries to escape.
So I'll say the opposite of what's been said above. AIM CENTRE and AIM LOW. (Unless you're playing with the TMO mod).
Tankers, Fwd of stack 15Ft>:know:
Frederf
09-10-09, 11:42 PM
At 3000 yd at full manual targeting... I aim for the: hull.
Stealhead
09-11-09, 12:30 AM
I like to send my fish to the poop deck of course if all things work out to plan someone be pooping over the side of the poop deck making it seem as though explosive diarrhea was the cause of the explosion.:rock:
Falkirion
09-11-09, 12:45 AM
I like put two into the keel, then one into the stern with the intent to blow the screw off if possible. Its usually enough for a merchant. Though I managed to nail a Momi patrol boat with that.
Distortion
09-11-09, 01:32 AM
I like to know how the "contact influence" is coded in to the game. I use it often, normally below a couple feet below the keel depth. I`m using TMO 1.7, not sure if that makes any different. How is the damage system coded in to the game? Normally it takes 2 torpedos two take out a small/medium target. Sometimes it takes a couple of hours to sink, sometimes 30 mins. It maybe depends where you hit the target, i`m not sure.
Armistead
09-11-09, 01:40 AM
If it's loaded with ammo crates I aim at that. Secondary I go for the engine room, that's where you get the most damage points for the zone.
Warships, under turrents and engine room. With TMO, you want to hit in seperate places, not the same place.
Bubblehead1980
09-11-09, 09:44 AM
I aim torpedos as individual shots which is how many skippers did it, avoids having to use the stupid spread knob.
Say target is right in front of you at bearing 350-0 or 10-0...depending on which way they are traveling.If on manual targeting move scope over middle of target, click the send bearing range to TDC button and fire right away.Then move the scope to the forward goal mast...send new bearing, fire again, then move scope to aft mast or stack, send new bearing fire again.If on auto target, all you have to do is place the crosshairs on the part of the ship and hit fire button.
Three fish this way to a mid sized merchants or warships is usually plenty to sink it.Now, that is just my SOP but there are variables.Tankers usually blow up real nice if you put one after under their stack.
Also, in earlier war due to torpedo failures such as duds, prematures and deep runners, best to fire a salvo...for a worthy target say a merchant of 3000+ tons, I fire four fish...once you hit mid 43 and on you can fire less because torpedos are generally reliable.So, fire two to middle of target, set a diffferent depths.Then one forward and one aft.This also covers the target in case he makes an evasive manuver.
A key part of sinking a ship depends on its cargo.I learned this looking in he ME, the loadouts are controlled there.Merchants have internal and external cargo...internal cargo is always going to be freight, fuel or ammo.External cargo can range from oil drums to trucks, tanks, planes, ammo crates, freight crates etc.
Prob 60 % of ships by default are loaded out with internal and external freight...these are ships that blow up normal.Now, if you ever bring down a 8000 ton merchant with one fish that went up in a ball of fire, its because he was loaded with ammo internally or externally or both.
Tankers only have "internal" cargo you can set to fuel, freight or ammo.Now, if they have fuel and you hit them, they light up like a christmas tree.Same with Ammo.Freight, they react "normally"
Also, I have found one of the best depth is to set it 3 feet(shallow as possible) ...a good hit right at waterline is highly effective and also guarantees a hit in early war when torpedos ran 10-12 feet deep typically.Real life skippers began doing this with great success.Problem is in rough seas, if using magnetic detonators, they are more likely to prematurely explode when running so shallow.You switch to contact only(couldnt do that on a whim in real life) but youll prob just get a dud most of the time before mid 43.Aggravating eh? Imagine dealing with that crap for real.
Every situation has variables and you have to adapt.
One more note, when firing at off angles which you have to do sometimes due to escorts etc...say target is not right in front of you...is at bearing 340...best to just set for different depths and aim for middle of target...it works just fine.I do this often in night surface attacks when its too dark to see and aim individual shots with the TBT.In a submerged scope attack and youc an see the target, aiming individual shots works well and adds to realism since thats how many skippers did it.good luck.
Stealhead
09-11-09, 01:33 PM
I use the same method as bubblehead aim at different points on a ship and don't use the that spread knob.I also wait around 5 or 6 seconds between each shot (using the chronograph to time).
SteamWake
09-11-09, 02:28 PM
At 3000 yd at full manual targeting... I aim for the: hull.
LOL me too :rock:
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