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K-61
11-10-15, 09:09 AM
I am now playing in June, 1943 and thus have access to the special torpedoes, such as acoustic and ladder pattern. I have a few questions about them as I wish to ensure I use them to best advantage.

The acoustic torpedo seems simple enough, and in spite of not knowing what I am really doing I have enjoyed two kills against convoy escorts. My first question with the acoustics is what is the best depth and trigger to use with them? Should I set them with a magnetic pistol and to run under the keel, or should I set them shallower with an impact pistol? I know they are limited to 20 knots and thus are a waste to fire at a very fast ship.

When I launch, should I aim as I normally do, such as at the midpoint of the target vessel? I am wondering if it will sail for the impact point, or, as it gets nearer, go for the engines? Also, will it home in on the ship you actually targeted, or will it sail for any ship it hears? Last night I launched at a Bogue escort carrier second in line in the middle of a convoy and the torpedo tried to hit the shallower ship in front of it. I had the depth set to hit just under the carrier, but the torpedo headed for the ship in front and circled around trying to hit it until it ran out of fuel.

Do acoustic torpedoes change the depth at which you set them as they track? Do they actually try to detonate under the engines? I am wondering if they could be chopped up by the propeller of the target vessel and not detonate?

Also with the acoustic torpedoes, how do you guys suggest employing them? Should I aim for the beam of an escort broad-on to me, aim for his tail from behind, can I target him magnetically from any angle? Do you set them deep or shallow, impact or magnetic pistols? Are they good for "down the throat" shots set with a magnetic pistol to go off one metre under the vessel?

The "ladder" pattern torpedoes. I am assuming you target and fire them as normal, but if they miss they then begin to run their programmed search pattern. I would assume that in order to hit another ship if it missed the intended target, it would be a good idea to set a shallower depth so as not to fail to detonate if set too deeply with a mag-pistol. Can you program how long they run straight before the track, and can you determine which way they make their first turn and how far before they turn again?

The third one concerns the torpedo that I found in my stern tube. Sorry, forget the type number, but the notes say it is a good one to fire at warships attacking from behind. It appears to have a ladder pattern if it misses. Does this torpedo have any advantages to the others? Are there best ways or procedures to attack with this one?

Thanks to all who reply.

sublynx
11-10-15, 11:50 AM
the acoustics is what is the best depth and trigger to use with them? Should I set them with a magnetic pistol and to run under the keel, or should I set them shallower with an impact pistol?

Can you program how long they run straight before the track, and can you determine which way they make their first turn and how far before they turn again?

Here's a couple of links to what Dönitz wrote and ordered about their usage:

http://www.uboatarchive.net/BDU/BDUOrder67.htm
http://www.uboatarchive.net/BDU/BDUKTB30337.htm

Acoustics: I would experiment on shooting down the throat with a magnetic shot, depth depending on the weather. If the weather is bad, impact or wait for a good attacking weather (not so bad that the eels won't keep depth, not so good that ASDIC locates the U-boat easily).

LUT/FAT: Yes you can program them to a point. Hit F6 and and change the setting in the TDC, you will then see the path the torpedo will follow after launching.

Personally I often shoot three torpedoes at one ship to maximise the possibility of at least two hits. One at just in front of the keel, one in the middle, one just behind stern. One will miss, and I use LUT/FAT torpedoes at the extremities so that the missed one will start circling in the convoy, with any luck hitting another ship.

K-61
11-13-15, 01:08 PM
I've tried using F6 and can see the plots the torpedoes will run, but I can't recall how to adjust their settings. I seem to remember in the past being able to set how long it ran straight before turning, and whether the first turn would be a left or right, but I can't figure it out now. I am using LSH2015.

Is the ability to determine the settings related to automatic or manual targeting?

In any case, I have enjoyed a number of successes with the homing torpedoes, and a few failures, in which the attacks were a waste of a torpedo. I even pulled off a few down the throat shots, which were spectacular.

In real life, the Allies deployed "Foxer" noise decoys, which were towed behind ASW vessels. These were effective, but at the same time they interfered with ASDIC/SONAR gear. I do not see any evidence of this in the game, which allows players to "game" the escorts and take them out more easily. Just for fun, I recently ran an experiment where I loaded aboard extra homing torpedoes and took out four escorts from a convoy. Thought I was well set up for a convoy slaughter, but was disappointed to see that somehow there numbers were replenished. I saw one lone escort come from nowhere and join the convoy. Perhaps a support group joined up?

GT182
11-13-15, 02:33 PM
The acoustics work great. Just make sure you shut down your engines or they could come back on you. But the ladder type, not so hot unless you can get them into a convoy. Usually they miss. I found that they're a waste of time and the Fuhrer's resources. And you know he frowns on that. ;)

sublynx
11-14-15, 02:59 AM
Interesting. The escorts replenish. That's great!

No Foxers but one can you throw a dice to simulate Foxer presence. If you don't get a six don't shoot an acoustic one.

There's a switch in the TDC that changes the torpedo setting controls. I don't play LSH so I don't know where it is in that mod.

Aktungbby
11-14-15, 09:35 AM
LUT/FAT: Yes you can program them to a point. Hit F6 and and change the setting in the TDC, you will then see the path the torpedo will follow after launching.
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Personally I often shoot three torpedoes at one ship to maximise the possibility of at least two hits. One at just in front of the keel, one in the middle, one just behind stern. One will miss, and I use LUT/FAT torpedoes at the extremities so that the missed one will start circling in the convoy, with any luck hitting another ship. In SHII one scenario is so foggy/overcast that visibility is under 500 meters; but with radar I can see the entire convoy: three deep in columns and I fire the FAT across the face of the entire convoy. The eel is at its lowest speed for maximum distance, 11,000 meter, at depth of 3 meters, and set to turn in the direction the convoy is headed. Invariably, it hits something.

K-61
11-14-15, 10:24 AM
Hmm, I am either very thick, or there is no way of adjusting the LUT's in LSH2015. I've dicked about with various buttons [auto targeting and manual] but no joy. I cannot for the life of me figure out how to set the initial course length and left/right turn after initial run. Does anybody know how to do this in LSH2015, or if it is even possible?

Thanks for the replies thus far.

K-61
11-14-15, 10:29 AM
Interesting. The escorts replenish. That's great!

No Foxers but one can you throw a dice to simulate Foxer presence. If you don't get a six don't shoot an acoustic one.

There's a switch in the TDC that changes the torpedo setting controls. I don't play LSH so I don't know where it is in that mod.

That is a nice way of compensating. How did you come to figure out the one in six chance of the escort trailing a Foxer?

It is nice to have a weapon for striking back at them, but at the same time I find that it is one less conventional torpedo for a merchant ship. Launching acoustics on a convoy is a haphazardous thing. I lined up a T2 tanker in a convoy with my last torpedo, an acoustic, only to have it waltz off and hit a C2.

When they first came out I was like a kid at Christmas. On one patrol I loaded extra aboard and killed four of the six escorts with a convoy. That left a huge gap in the screen, which I intended to exploit later, but then lo and behold, out of nowhere a few more showed up to plug the gap. I see no point in going to all of that work only to have the game "game" you back. Mind you, it is also unrealistic to expect to wipe out such a number of escorts, Next patrol I am only going to carry one or two and go back to normal torpedoes. Merchantmen are my priority target.

sublynx
11-15-15, 02:44 AM
The re-enforcing is not completely ahistorical. In the actual operation Zaunkönig where these acoustics where first used the attacked convoy was strengthened by combining another convoy and a support group:

https://en.wikipedia.org/wiki/Convoys_ONS_18/ON_202

The dice is just a wild guess, based on the feeling one gets from reading U-boat war diaries. It really depends on the situation and what year one is playing.