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View Full Version : where are the sweetspot?


boonie
06-20-12, 01:16 AM
I want to know if there is some sort of 'sweetspot' to hit for the bigger ships?

Recently encountered a medium convoy with 3 large merchant (10k ton each), fired 4 torps at 2 of them, 2 torp each, torpedo depth 8.5, all 4 torp found their marks amid ship but both of the merchant survived. I followed them submerged for about an hour, they dont seem to have any flooding problem. Just slightly reduced speed... Where else on another encounter i have managed to sink the hms hood (30+K ton) with just 2 hit to below the rear main gun.

Hinrich Schwab
06-20-12, 01:44 AM
The best general rule is to hit just aft of the stack on single-stack vessels and between the stacks of multi-stack ships. BTW, are you running any mods and if so, which ones?

boonie
06-20-12, 01:49 AM
running gwx

boonie
06-20-12, 01:52 AM
what about the torpedo depth? whats a good depth for merchants above 4k ton?

Hinrich Schwab
06-20-12, 01:56 AM
running gwx
GWX built its damage model from NYGM, which prioritizes kills from flooding over structural damage. Even with GWX's modifications of the NYGM damage model, ships may be surprisingly (and somewhat unrealistically) resilient. If they haven't sank from flooding, then the impact struck a compartment where flooding could be contained. If the speed of your targets was reduced, then you did appreciable damage. Both SH3 and SH4 are bad about ships taking clean torpedo hits steaming at unencumbered flank speed like nothing happened, regardless of damage model used.

If you are still following them, reload your tubes and give them more fish.
Aggressiver sein! :arrgh!:

boonie
06-20-12, 02:07 AM
cant reload because of escorts around. will wait and see.

Herr-Berbunch
06-20-12, 03:42 AM
I think Jimbuna has a damage
chart imaging various vessels with their various compartments highlighted according to what out is, like engine room or armoury.

Should be available from his gamefront account link in his sig.

Shkval
06-24-12, 03:45 AM
GWX built its damage model from NYGM, which prioritizes kills from flooding over structural damage. Even with GWX's modifications of the NYGM damage model, ships may be surprisingly (and somewhat unrealistically) resilient.

Like Passenger-Cargo who almost got away with two hits... luckily I have my deck gun... and the wind got below 8 m per second...

Laufen zum Ziel
07-03-12, 08:43 PM
Where ever your lucky enough to have a torpedo hit.:rotfl2:

Jimbuna
07-04-12, 07:32 AM
I think Jimbuna has a damage
chart imaging various vessels with their various compartments highlighted according to what out is, like engine room or armoury.

Should be available from his gamefront account link in his sig.

http://www.gamefront.com/files/21103718/shipchart_pdf

Herr-Berbunch
07-04-12, 08:08 AM
That's the one :yeah:

Jimbuna
07-04-12, 09:12 AM
That's the one :yeah:


http://img188.imageshack.us/img188/2063/image2rza.png

Sailor Steve
07-04-12, 09:21 AM
what about the torpedo depth? whats a good depth for merchants above 4k ton?
You can't judge the proper depth by tonnage. You need to look in the recognition manual and get the ship's draft. Then you set the torpedo to run one meter below that depth.

Hangman
07-04-12, 10:08 AM
You can't judge the proper depth by tonnage. You need to look in the recognition manual and get the ship's draft. Then you set the torpedo to run one meter below that depth.

Oooh, wait, ... are you refering to magnetic or impact? I remember receiving two messages from BDU, one refering to torpedo's running deeper than the setting and the other saying we need to use magnetic only.

I've been setting mine to only 3.5 - 4 meters deep and using impact on a 80 to 90 degree firing angle only.
Every time I use a magnetic, I either miss or have a dud. I've never really figured out how the magnetic works. I've read that when using magnetic, you should fire at a ship from aft or fore as to get the eel running the length of the ship, a meter or two below the hull. Like I mentioned, I've never been able to get a hit using magnetic.
Can someone please elaborate on the use of magnetics?

flag4
07-04-12, 10:57 AM
You can't judge the proper depth by tonnage. You need to look in the recognition manual and get the ship's draft. Then you set the torpedo to run one meter below that depth.

...and then take into account rough sea's too with mags and impact, tricky..:hmm2:

Jimbuna
07-04-12, 12:17 PM
Oooh, wait, ... are you refering to magnetic or impact? I remember receiving two messages from BDU, one refering to torpedo's running deeper than the setting and the other saying we need to use magnetic only.

I've been setting mine to only 3.5 - 4 meters deep and using impact on a 80 to 90 degree firing angle only.
Every time I use a magnetic, I either miss or have a dud. I've never really figured out how the magnetic works. I've read that when using magnetic, you should fire at a ship from aft or fore as to get the eel running the length of the ship, a meter or two below the hull. Like I mentioned, I've never been able to get a hit using magnetic.
Can someone please elaborate on the use of magnetics?

As already stated, look at the ships draught (depth in the water) and set the magnetic to one metre more and you should be okay.

In rough weather the draught is constantly changing and there is a greater chance the eel won't detonate.

Sailor Steve
07-04-12, 01:09 PM
Oooh, wait, ... are you refering to magnetic or impact?
For impact neither the ship's tonnage nor depth matter. Just set it to run as shallow as possible.

For magnetic the advice I gave will work, unless a was said the weather is bad.

Andrewsdad
07-05-12, 08:29 AM
Jimbuna, on the color-coded chart, what is the color key?

Thanks,
AD

Jimbuna
07-06-12, 06:16 AM
Jimbuna, on the color-coded chart, what is the color key?

Thanks,
AD

Green = Propellors
Blue = Keel
Yellow = Engine room
Purple = Magazine
Orange = Fuel

Maceaciadh
08-21-12, 09:20 PM
i know this is abit old but i thought i would mention the sweet spots i have found(using stock, i imagine they haven't changed much in GWX but haven't gotten around to testing yet)
C2&3, right below the flag pole seems to spilt her every time (i use auto target as i do enough maths at uni not to bring it into my gaming life)
T2, middle mast to the aft section which is behind the raised section in the middle of the ship
T3, aim at the forward most mast (both tankers will go up in a glorious fireball)

these are the only ships i have really hunted(big tonnage for 1-2 torpedo's), came across a few liberties and other things but haven't found their spots just yet (fuel bunkers seem to cripple but not instant kill alot of the time)

all shots with -0.5m from draft and in 7m/s or less wind, aim at draft for 7-10 m/s, 10-13 m/s +0.5 from draft and surface running impacts for above 13m/s(i usually just dont fire and stalk until weather improves)
be careful at the start of the war for dodgy torpedo's depth setting and such

hope this is some help :)

Doolar
08-22-12, 06:09 AM
There is a mod called " Damage Caused By Fire " by TheDarkWraith , that will help with the sinking's if on fire , that I use . Not sure exactly where its located but i use it .

Red Heat
08-22-12, 06:49 AM
http://www.gamefront.com/files/21103718/shipchart_pdf

Hello Jimbuna...i dont know why but your link isnt working for me...there is another option?

Thanks! :)

Nagel
08-22-12, 10:14 AM
Hello Jimbuna...i dont know why but your link isnt working for me...there is another option?

Thanks! :)

ditto.
It looked like it would be really helpful too.

Jimbuna
08-22-12, 10:53 AM
Hello Jimbuna...i dont know why but your link isnt working for me...there is another option?

Thanks! :)

ditto.
It looked like it would be really helpful too.

Sorry about that...try this link:

http://www.gamefront.com/files/22159766/shipchart.7z

Red Heat
08-22-12, 12:02 PM
Well...Jim i think its working just fine!
Thank you... :up:

Jimbuna
08-22-12, 02:17 PM
Well...Jim i think its working just fine!
Thank you... :up:

Your welcome :cool:

Nagel
08-22-12, 02:31 PM
thanks!:up:
figures, one of the only files I didn't check!:oops:

Maceaciadh
08-22-12, 03:42 PM
its a nice guide but i dont plan on blowing up the bismarck any time soon :P

also the 2 points i mentioned for tankers are not there so who knows what other sweet spots there could be on ships, a pity you cant just endlessly shoot at them to find them out lol

Jimbuna
08-23-12, 04:50 AM
thanks!:up:
figures, one of the only files I didn't check!:oops:

Your also welcome :cool:

Shkval
08-24-12, 05:37 AM
Just to add one comment, yesterday I hit medium cargo (C2) right in the engine room (according to map) with magnetic fuse but she continued to steam on like nothing happened... :doh: it took 28 more shells to finish her... she should be cut in two like chop stick... any torpedo mod to increase damage of magnetic set eels?

Pisces
08-24-12, 08:35 AM
Well, I believe this shipchart is only valid for stock SH3, as the colored rectangles are not available in GWX. So they should be taken with a grain of salt when trying to hit ships. The idea works, but perhaps not the exact spot.

Shkval
08-25-12, 02:32 AM
Ahhhh :shifty: so that's why they don't explode and break up when hit under the fumes... GWX changed that...what does this "Realistic torpedo" mod is for? It does not have any description...

Pisces
08-25-12, 08:27 AM
Ahhhh :shifty: so that's why they don't explode and break up when hit under the fumes... GWX changed that...what does this "Realistic torpedo" mod is for? It does not have any description...http://www.subsim.com/radioroom/showthread.php?t=122624
If you use it, it will probably break what GWX intended to accomplish.

Shkval
08-25-12, 05:33 PM
Are we talking about the same mod?
http://www.subsim.com/radioroom/downloads.php?do=file&id=955

Have you try it?
This probably goes to the wish list, but it would be nice to have a mod who increases torpedo strength if the fuse was set to magnetic (but also increases chance of premature detonation) so we could break ships in two more often... but also sweat more often during torpedo run... and a mod to force a target to notice that someone is shooting at her... this way I can have 20 premature detonations and they will continue to sail like nothing happened.

Pisces
08-26-12, 03:24 AM
They have the same CRC value in the zipfile, so I'm very sure.

No I have not used it. I just googled it to get more info about it. And based on that thread I wrote my previous message. For what it is worth.

Shkval
08-26-12, 01:34 PM
Thanks!:salute: