View Full Version : Rookie Mistakes
Hotspur1337
04-20-11, 06:53 PM
Encountered my first convoy, full of plum targets.
Lined up a large tanker and a large merchant at different ranges. Fired one at the further, hoping for a cripple, then waited a bit to fire on the closer ship.
I should have done the arithmetic. Closer ship hit sooner than I wanted and further ship altered course. No hit.
Luckily I took out the large merchant but I really wanted that tanker.
I need to look up the speed of the torpedoes. I'm sure it's in the GWX manual.
Obersteuermann
04-20-11, 07:27 PM
The targeting map (F6) displays time to impact once you've locked on with the scope. Aside from taking note of the times on all your target ships and then adjusting torpedo speeds or staggering your launches accordingly, there's not really much you can do.
Fish In The Water
04-20-11, 07:37 PM
I need to look up the speed of the torpedoes. I'm sure it's in the GWX manual.
The T1's run at three variable speeds: 30, 40 or 44 knots; while the T2 (Electrics) clock in at 28 knots.
While the T1 (Steams) have the greater speed, they do come with the disadvantage of leaving a bubble trail on the surface - making them much easier to spot. As a result they're usually best deployed either at night or at short range.
Missing Name
04-20-11, 08:03 PM
I don't like the T1's. They have better range and speed, yes. But as Fish noted, they often give away your position.
I think it would be realistic to have slight speed differences between torpedoes of the same model. I doubt they were precise enough for every single torpedo to be the same exact speed.
frau kaleun
04-20-11, 08:04 PM
That's something I've been meaning to ask about... for the steamers, where you have an option, what factors determine which speed is best for an attack? Other than the obvious decisions, like setting them for slow because you want to be as far away (or down) as possible before anything goes boom. :hmmm:
VONHARRIS
04-20-11, 11:36 PM
That's something I've been meaning to ask about... for the steamers, where you have an option, what factors determine which speed is best for an attack? Other than the obvious decisions, like setting them for slow because you want to be as far away (or down) as possible before anything goes boom. :hmmm:
Setting the TI at slow speed will give the target enough time to manouver since (and if) the torpedo is spotted.
I only use TIs set at high speed.
I follow this procedure to attack a convoy:
Line up the shots from the longest possible range
(depending on weather , visibility or even blind hydrophone shots)
All 4 bow tubes fired at the highest value possible targets.
Turn around , moving away from the convoy I fire both stern tubes at the nearest targets.
Then dive to 120m and move away at 1 kt.
If any ship is left DIW is finished off after the convoy is long gone to avoid any of the escorts returning.
If I am spotted before the launch I start immediately evasive manouvers and I forget the convoy at all.
King_Zog
04-21-11, 01:49 AM
The TDC accounts for the speed setting of the T1, so as long as your data is correct your firing solution will be adjusted for what ever speed you choose.
But as Von Harris says, shooting at fast speed should give the target less time to move out of the way if the bubble trail is spotted, or if it is beginning a natural change of course after you fire.
Personally I tend to fire on medium and only use fast for those lucky snap shot attempts. But I have no real reason for using medium, it just feels more right to me.
I read something, probably on u-boat.net, which stated that u-boats actually never used the fast setting on T1s, the fast setting was apparently for schnellboots. I'll see if I can find the link............
edit: Ok, I read it from the wikipedia article for the G7a/T1 torpedo, which isn't a great source for reliable and referenced info, so make of it what you will.
Snestorm
04-21-11, 02:08 AM
When firing from inside the convoy's box, it's generaly slow setting, at something in the first row. So my pretty boat doesn't get run over.
Medium, I'll use for harder to hit targets (speed and/or size).
Fish In The Water
04-21-11, 03:13 AM
That's something I've been meaning to ask about... for the steamers, where you have an option, what factors determine which speed is best for an attack?
It depends on the tactical situation...
The primary consideration is that speed is directly correlated to range. For example, at 30 knots the T1 has an effective range of 12,500 meters. Whereas at 40 knots the range drops to 7500 and at 44 it's reduced to a mere 5000.
Therefore, (rather obviously), if the target is beyond the 5000 meter range maximum speed goes out the window. As I stated previously, for a daylight attack I like to get in tight and utilize full speed to minimize the targets ability to avoid impact.
That being said, if conditions are such that the bubble trail is not a huge concern (such as bad weather and/or darkness etc.) then slower speeds and the accompanying greater range can be applied as required.
Encountered my first convoy, full of plum targets.
Lined up a large tanker and a large merchant at different ranges. Fired one at the further, hoping for a cripple, then waited a bit to fire on the closer ship.
I should have done the arithmetic. Closer ship hit sooner than I wanted and further ship altered course. No hit.
Luckily I took out the large merchant but I really wanted that tanker.
I need to look up the speed of the torpedoes. I'm sure it's in the GWX manual.No need, like King_Zog says, the TDC can do it for you. All it needs is the speed of the targets, and the AOB-periscope bearing relationship. Then you can set the periscope or gyro angle to the place 'when' you want to fire, and just wait for them to pass the line in the scope view.
The below picture illustrates what you probably wanted to do. You do not need to have a 90 degree orientation with regard to the target track. Any angle should work, but 90 degrees is the best chance of succes. (the targets show their longest profile) The correct value for target speed is critical! The TDC calculates how much of an angle it needs between the periscope view and the gyro angle. (=lead, based on target speed, AOB and torpedo speed) Following that is to make sure the gyro angle is at 0 degrees (or near within + or - 10 degrees is ok), this takes range out of the equation completely. Since it becomes a minor factor if the torpedos need to turn after they leave the tube and the target is near. Anyway, this allows for a single setting for all targets in a single row of a convoy (all alongside of eachother, perpendicular to course). All you need to do is wait for the targets to pass the periscope line with their juicy parts and shoot a torp for that particular one and wait for the next. The furthest will be fired upon first. All should hit more or less simultaneously. (depends on relative positions of the juicy parts)
http://i196.photobucket.com/albums/aa293/RockinRobbins13/Silent%20Hunter%204/Manual%20TDC%20Range/OKanemethodanimation.gif
(credits: RockinRobbins, of SH4 fame ;) )
desirableroasted
04-21-11, 11:08 AM
You really should not overestimate the ability of merchants to a) see T1 bubbles or b) evade them successfully when they do.
Escorts can and do, but a merchant has never seen my bubble trail in my years of playing -- except that one merchant in the academy convoy exercise.
However, merchants can see your periscope, and if just one of them sees it, they all react.
Firing at more than one target in a convoy is how many play, but I see it as a fast way to waste torpedoes. Unless your aim and your math are perfect, you are bound to miss some in the excitement of the moment.
Better to pick one target, sink or cripple it, then reacquire the convoy later.
UltimaGecko
05-01-11, 03:18 AM
Depending on how crazy realistic you want to be with your torpedoes uboats generally didn't use the 44kt setting. The setting was mostly used by torpedo boats, and still had a tendency to overload the torpedo's engine.
Although the tendency isn't the same on these boards, sub commanders began preferring the G7e TII as soon as its technical problems were overcome (as note the G7a's bubble trail is less noticeable than one would think in-game, and AI ships can't use it to pinpoint the player sub).
Unlike desirableroasted, I've had merchants take evasive action from 4km out in rough weather. Although this may be periscope or torpedo-related (either way one of the torpedoes still hit him).
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