View Full Version : Torpedos.. useless things.
Deep One
05-24-10, 03:42 PM
I mean seriously.. How am I supposed to hit a ship with torpedos in SH 5.. where's the good old automatically calculating torpedo calculator man who was in SH 3. Torpedos just keep missing.:damn: only way so far is to use deck gun to sink ships but that's a risky job if the enemy ship has guns too.:damn:
What good is a submarine when torpedos keep missing.
I managed to go to merchant ship un-noticed then submerged and fired a torpedo.. I clearly saw that merchant wasn't even doing evading except going straight and guess what all torpedos missed. That would have not happened in SH 3. :damn:
Please help!
kylania
05-24-10, 03:50 PM
http://www.subsim.com/radioroom/showthread.php?t=164131
I really don't like the AutoTDC in SH5, but manual is just great. :)
Auto is simple, Lock with space bar then unlock. Then point where you want the Torpedo to hit the ship with the cross hairs in the scope and press fire.
gimpy117
05-24-10, 05:10 PM
Auto is simple, Lock with space bar then unlock. Then point where you want the Torpedo to hit the ship with the cross hairs in the scope and press fire.
explain more please? unless that's sarcasm I think that would only work with a stationary ship!
Akula4745
05-24-10, 05:25 PM
Its not sarcasm - lock on the target, then unlock BEFORE firing the torpedo - on your attack map you can see the torpedo path change from on or behind the target when locked - to leading the target after you unlock. Check it out and see...
smilinicon
05-24-10, 05:43 PM
it's not the wrench, but the nut that holds it....
sorry, could not resist. Torps work fine. I don't see the point in auto targeting, the best fun comes from learning to do it correctly (mods needed for this).
MattDizzle
05-24-10, 09:39 PM
Screw tutorial videos that make it too complicated.
1. Lock onto a ship
2. Identify it, use the filters if you must. 90% of the time its a Liberty Cargo, Hog island type A, Cimmeron tanker or Fletcher destroyer.
3. Use the stadimeter on the mast with the flag to identify the range, this works best with darkwraiths UI mod, but its close enough
4. Angle on bow, the hardest part. you are determining your position from the perspective of the ship you are attacking, use the angle tool, draw a line in the direction he is heading by first clicking in front of the contact, than dragging a line across his "tail" to make a paralell line to the target. after this drag the "Arm" onto your submarine, you will get a reading such as "45 degrees left" or "85 degrees right". Enter this into the computer.
5. Speed, you can guess this from experiance or just click the contact in the tactical map
6. Launch the torpedo. Practice and you'll be nailing them in no time. At first dont attack targets faster than 12 knots or farther away than 1200 meters. With experiance you can shoot faster targets farther away.
Good hunting. If you didnt understand anything in this guide i would be happy to explain more. Please ask. Automatic shooting is for bitches. :arrgh!:
gimpy117
05-24-10, 09:55 PM
Ill try to lock thing!
Deep One
05-25-10, 02:28 AM
Thanks guys.. managed to figure out some parts myself like those dots with numbers on them.. first time I launched my torpedos two missed and one made a critical hit then I load my game again and this time I only shot two torps out which both hit the target but the bastard was still sailing onwards.:damn:
Any mods out there that make torpedos to 300-400 damage or more? I hate to waste 4 torpedos on one merchant.
jwilliams
05-25-10, 03:16 AM
Thanks guys.. managed to figure out some parts myself like those dots with numbers on them.. first time I launched my torpedos two missed and one made a critical hit then I load my game again and this time I only shot two torps out which both hit the target but the bastard was still sailing onwards.:damn:
Any mods out there that make torpedos to 300-400 damage or more? I hate to waste 4 torpedos on one merchant.
You dont need to have your torps do more damage. You can install the mods I've highlighted red to make ships behave more realistic. This is more realistic than having your torps do crit hits.
My mod list :-
Generic Mod Enabler - v2.4.0.145
[D:\Simulations\SilentHunter5\MODS]
Accurate German Flags
BRF 1.3 full
GWX Compass Rose Grid for SH5
MightyFine Crew Mod 1.2.1 Alt w beards
MapNameFix
Enhanced FunelSmoke_by HanSolo78
Reboot's Hot Soup 1.0
Grossdeutscher Rundfunk
Icebergs in Campaign v1.2
Nauticalwolf's_Poster_Mod_v1.0
sobers cremebrulee mod
Damage assessment
KillerAI MOD v.1.02
No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
U-boat Historical Specifications 1.3
A Fistful of Emblems v1.51 (Weathered)
Sub_Exhaust_1_0_2_byTheDarkWraith
AilRain 1.0
AilMoon 1.5
AilBubbles 1.0 Micro
AilClouds 3.0
AilDeckwave 1.0
AilImpurity 1.2 light
NewUIs_TDC_2_7_1_ByTheDarkWraith
NewUIs_TDC_2_7_1_alt_officer_wounded_by_naights
NewUIs_TDC_2_7_1_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_2_7_1_ColoredShippingChart_by_reaper7
NewUIs_TDC_2_7_1_emtguf_rework_scopes
NewUIs_TDC_2_7_1_MinimalDials_TDC
NewUIs_TDC_2_7_1_Twisty_periscope_thingies
NewUIs_TDC_2_7_1_WWIIInterface_by_naights
I prefer realism but it isnt everyone cup of tea. So if you still want your torps to do more damage then this mod will do that :-
Critical Hits for Torpedos (http://www.subsim.com/radioroom/downloads.php?do=file&id=1798)
Good hunting :salute:
Deep One
05-25-10, 04:35 AM
Hey thanks! I managed to changed the torp damage myself with S3D (v0.9.9) I wonder if they take effect in my savegame or I must start a new game?
I made the torpedos predictable.. now one torp hit should blow the entire ship up that should make it easier to avoid getting my sub's arse handed to me. I mean I don't have to surface and hammer the ship with my deck gun which makes my sub visible to the enemies.
Itkovian
05-25-10, 07:33 AM
BRF and Damage Assessment really do help, quite frankly.
Or at least I think, I never seriously played without those mods. The end effect however is that it usually takes some time for ships to sink, and so you may have to fire another torp or use the deck gun to finish them off. But if you see the ship getting lower in the water, odds are it will sink on its own.
That said, I also use the torpedo crits mod. I just don't like the idea of ships having hit points... there are any number of ways a single torp could sink a ship, so that mod helps create a good variety (sometimes it'll take me 2 torps to sink a Liberty, and from time to time, rarely, a single hit will shear off the bow and the likes).
Still took me 3 torps to sink an aircraft carrier. :)
Itkovian
commandosolo2009
05-25-10, 07:44 AM
yeah the interface is gay no doubt, but eels sink ships too..
" The best firing solution against a ship, is from 90 degree angle at about 800 meters"
damn Germaniawerft had no sonar at the time.. with sonar, you are the king since you dont have to raise the scope anymore.. just a ping.. then a ping... then a ping... then a ping...then a BOOM!!!
:lurk:
If you've put any points into the Torpedo man's abilities such as enhanced torpedo range & power, you might also need a 'torpedo fix' mod like the one below. There's a bug in the game where the TDC doesn't appear to factor in the enhanced performance of the torp upgrades, thereby throwing out calculations.
http://www.subsim.com/radioroom/downloads.php?do=file&id=1849
scrapser
05-26-10, 08:32 AM
I thought you needed a constant Internet connection or the torpedoes will stray off target? Isn't that the meat and potatoes of this sim?
robbo180265
05-26-10, 12:00 PM
I thought you needed a constant Internet connection or the torpedoes will stray off target? Isn't that the meat and potatoes of this sim?
I don't think it affects your torpedoes, it just means that you can't see the icons that alow you to request missions and the campaign won't update.
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