View Full Version : Torpedo Targetting
robbythesub
03-12-10, 08:19 AM
Hi Guys
After a few days of trying, I feel the need to ask for help with the targetting system as I cant seem to find a tutorial anywhere.
I see the markers 1, 2 and 3 and apparently they need to line up somehow.
I assume they refer to the different torpedo sppeds available on the type 1 but I really cant see how you aim using these numbers.
If anyone knows for sure, could you please explain in easy terms!
Thanks in advance ;)
GDFTigerTank
03-12-10, 08:33 AM
They do relate to the torpedo speed but not like you're thinking.
If you are not doing your firing calculations via trigonometry or manual TDC, then do this:
You should see a 1 2 and 3 on both the torpedo track and your target's projected course.
Right now think of them to be 3 different times, "1 minute, 2 minutes, 3 minutes" - they don't exactly but this will help you understand.
If you were to launch a torpedo, the torpedo will travel from your sub to "1". At the same time your target travels from it's current position it it's "1" on it's course line. Note: In order to see the target's course line I think you have to "lock" onto it with your periscope.
Same goes for when the torpedo reached it's "2", the target has now reached it's "2".
When your torpedo passes it's 3, the ship will pass it's 3.
If you were to increase the torpedo's speed, your numbers on the torpedo track will change their distance from your ship, but the target's will not change unless it actually changes speed itself.
So in order to aim, you line up your torpedo solution and the target's course so that they reach their 1,2, or 3 at the same time.
The numbers get really close or criscross completely, you fire, the torpedo travels from your ship to "1", then "2", and finally "3" as your target does the same on it's "1", "2" and "3" and if you lined them up right - BOOM!
Note you don't HAVE to line up directly on a number for this to work. The positions just have to be relatively equal. If you line up your torpedo to intercept the target at 2.25 on your torpedo guideline, then you need to shoot when the target is also around 2.25 on it's projected course.
Hope that covers it!
~GDF
Atributri74
03-12-10, 08:37 AM
Hi Guys
After a few days of trying, I feel the need to ask for help with the targetting system as I cant seem to find a tutorial anywhere.
I see the markers 1, 2 and 3 and apparently they need to line up somehow.
I assume they refer to the different torpedo sppeds available on the type 1 but I really cant see how you aim using these numbers.
If anyone knows for sure, could you please explain in easy terms!
Thanks in advance ;)
I have same problem. I can't hit any ship at all. This sh5 tdc is crap.
:down:
GDFTigerTank
03-12-10, 08:40 AM
Also, you should NOT get the torpedoman's active skill of preheating your torps. This ability is bugged and will make you shoot off target because it increases the torpedo speed but doesn't compensate for that in the calculations!
robbythesub
03-12-10, 08:42 AM
Hi GDF TT
Many thanks indeed for that- I shall try it and see what happens!
It appears then that it is fairly hit and miss compared to the auto system in SH3, perhaps more in keeping with reality.
Once again, I appreciate your help with this. :up:
Webster
03-12-10, 08:48 AM
there is a couple of tdc tutorials in a sticky at the top of sh5 forum :up:
Barosx2
03-12-10, 10:06 AM
http://www.subsim.com/radioroom//showthread.php?t=164131
Since using these I CAN hit the targets.. :)
Question...regarding Pistol?? Magnetic and impact...what it says on the tin I assume. Magnetic will go of Close where as Impact on impact goes BOOM?
Whats the advantages/Disadvantage of either?
http://www.subsim.com/radioroom//showthread.php?t=164131
Since using these I CAN hit the targets.. :)
Question...regarding Pistol?? Magnetic and impact...what it says on the tin I assume. Magnetic will go of Close where as Impact on impact goes BOOM?
Whats the advantages/Disadvantage of either?
Magnetic was an addition to impact. So when you choose magnetic it does not disable impact.
Magnetic allowed to hit a ship under its keel. You could set torpedo depth to approximately 1 m below the keel and when it was directly under the ship its magnetic field was detected and detonanted the torpedo. This lifted the ship and created an air bubble below it. When the ship came down it could break into two halfes.
Another advantage was that you needn't care about the angle in which you hit a ship. On impact this was very important, because a torpedo could bounce off the hull when it was not close to 90°.
The disadvantage of magnetic was that it often detonated before it reached the ship. So it was often disabled. Especially during bad wheather conditions IIRC.
As far as I tested it shooting below a ship's keel doesn't work anymore. The torpedo runs under the ship und does not detonate. In SHIII it worked perfect. Has anyone else recognized this? Magnetic is not very useful now.
GDFTigerTank
03-12-10, 10:24 AM
Realistically:
The advantage of a magnetic detonator is that you don't have to hit the target directly in the side where it may have armor or "bulge" (torpedo protection scheme). Instead you can pass a torpedo slightly below the hull of the target and have it detonate directly under the keel, and hopefully break the back of the ship or cause massive structural damage in addition to the flooding. A keel shot is much more damaging than hitting a ship in the side.
While these days with computers, it's a relatively easy and normal thing to do this, in the past that wasn't the case.
Many WW2 magnetic detonators had reliability issues - they could screw up and detonate prematurely, they especially had problems near the equator due to differences in the Earth's magnetic field. Sometimes, if the torpedo was set for high speed, the speed of the torpedo itself caused the magnetic exploder to become unreliable accidentally trip!
In game:
Not found any reliability issues so far. If it's anything like vanilla Silent Hunter 4 the game default settings are set so that torpedo failures are VERY rare.
I have found that the magnetic detonator DOES work properly, but it has to pass within just a few tenths of a meter of the hull, which sucks... Silent hunter III gave you about a meter of wiggle room. Definitely not good for high seas if your target is bobbing up and down in the water and the depth of his keel if fluctuating!
Mods:
When the realism super-mods get going you will see failure rates for torpedoes using magnetic detonators go up.
Hopefully the mods can also increase the allowable distance for detonation up to 1 meter!
Barosx2
03-12-10, 10:27 AM
Cheers H.B/Tigertank
So Magnetic would not really be for a beginner such as me, I think the default setting is 3 M below the water line, so you would set it at 4/5 M. and the default ingame is impact.
May have a try on a couple seems easy enough to switch on a target set one running on Impact, 2nd on Magnetic, 3rd on Impact .. Ta
Maybe I'll have to read up a bit more on these never realised they had magnetics early on..a trip to wiki, I think
GDFTigerTank
03-12-10, 10:39 AM
Actually the ingame default is Magnetic.
However I have this habit from Silent Hunter IV of always switching my torpedoes over to impact - because for modded SH:4 you probably won't get a single kill for the 1st half of the war if you use the crappy magnetic exploders!
Also in SH V, I have not found where the keel depths are listed ingame to make lining up magnetic detonator shots for the keel easy. The recognition manual now just shows you the crappy ship outline rather than giving you any real information about the target like Silent Hunter IV's recognition manual did.
Barosx2
03-12-10, 10:45 AM
I have just started using the "Advance" torp tools :D
I would have thought Impact Torps would be the preferred Real ones to be used by uboats/subs.
I'll keep my eye out for some mods on this
Also in SH V, I have not found where the keel depths are listed ingame to make lining up magnetic detonator shots for the keel easy. The recognition manual now just shows you the crappy ship outline rather than giving you any real information about the target like Silent Hunter IV's recognition manual did.
After identifying your target its keel depth is shown in the torpedo depth setting diagram (you see the hull in relation to your depth setting). Click the little grey arrow under the indicator for tube IV. Then it appears. However it is missing if you use TheDarkWraith's TDC mod.
GDFTigerTank
03-12-10, 11:17 AM
"However it is missing if you use TheDarkWraith's TDC mod."
WELL THERE'S MY PROBLEM!!!
And of course there's no explanation in the manual or anything that the keel depth of the target is even displayed up there normally.... but hey it's not important right?
:damn::damn::damn::damn::damn::damn::damn::damn::d amn::damn::damn::damn::damn::damn::damn::damn::dam n:
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