View Full Version : Help with the T3 tanker
Hi all
I just came across a T3 tanker, and thought it looked like quite a juicy target. so I have a save file that gives me just enough time to set the depths of my torps and open the tubes to fire for a square on 90 degree angle on impact. but the bugger won't go down! I tried firing in the middle of the ship in an effort to snap it in two, I also tried the rear, its taking me a salvo of 3 torpedo's to take this tanker down and I'd really like to narrow it down to a 1 or a two. I know I should be aiming at the rear of the tanker and I set my torps to a depth of 5 meters. both on magnetic I believe, because thats the default setting, I have no idea what impact does.
I suppose this just helps me get better at shooting but its startled me a bit, most ships I torp will go down with one well placed shot to the middle of the shop or the engine room, but clearly the tankers take more of a beating
Mittelwaechter
06-08-16, 09:51 PM
Aim just after the bow section - maybe 20% of the hull - and the T3 will shovel itself full of water and under the surface by its sheer mass moving forward.
The default setting for your torpedos is the magnetic fuse (while the impact fuse allways stays functional!). This fuse shall be activated by the magnetic field of the ships keel, so the running depth of the torpedo with this fuse activated has to be set ~ 1 meter below the targets keel. A T3 needs ~ 13 meters iirc - check your recognition manual.
If you are in a favourable attack position (~ 90° +/- 20° AOB) you may want to use the impact fuse only - by switching the knob to "I" - and avoid any possible premature detonations of your torpedo while moving over the seabeds magnetic abnormalities, causing the early end of the mag fused eels.
Here you have to set the running depth a few meters above the ships keel, to avoid the rounded hull deflecting your torpedo downward into the abyss without igniting the warhead.
A bad angle of impact into the hull will deflect the torpedo equally. Make sure your impact fused eel will hit within 90° +/- 30° and it will detonate.
Aim just after the bow section - maybe 20% of the hull - and the T3 will shovel itself full of water and under the surface by its sheer mass moving forward.
The default setting for your torpedos is the magnetic fuse (while the impact fuse allways stays functional!). This fuse shall be activated by the magnetic field of the ships keel, so the running depth of the torpedo with this fuse activated has to be set ~ 1 meter below the targets keel. A T3 needs ~ 13 meters iirc - check your recognition manual.
If you are in a favourable attack position (~ 90° +/- 20° AOB) you may want to use the impact fuse only - by switching the knob to "I" - and avoid any possible premature detonations of your torpedo while moving over the seabeds magnetic abnormalities, causing the early end of the mag fused eels.
Here you have to set the running depth a few meters above the ships keel, to avoid the rounded hull deflecting your torpedo downward into the abyss without igniting the warhead.
A bad angle of impact into the hull will deflect the torpedo equally. Make sure your impact fused eel will hit within 90° +/- 30° and it will detonate.
I put two torpedo's right into the bow of the ship at a depth of about 9 metres set to impact. it didn't even sink an inch, just realised there was a U boat around and started to take evasive manoeuvres...so that didn't work
Aquelarrefox
06-09-16, 06:19 AM
are you playing with any mod. Becose the mods modify the struture of damage. then (realy i dont know how far is this true becose you cannot know wich is the type of cargo) depending of the petrol, gasoil, airplane fuel or balast (water) is more easy or complex to sunk one of this ships.
in my experience tankers are more suitables of impact explotion than keel shoots, mybe by flloding moddels or maybe i was shooting ballast cargo.
http://www.subsim.com/radioroom/showthread.php?t=157483
are you playing with any mod. Becose the mods modify the struture of damage. then (realy i dont know how far is this true becose you cannot know wich is the type of cargo) depending of the petrol, gasoil, airplane fuel or balast (water) is more easy or complex to sunk one of this ships.
in my experience tankers are more suitables of impact explotion than keel shoots, mybe by flloding moddels or maybe i was shooting ballast cargo.
http://www.subsim.com/radioroom/showthread.php?t=157483
Hmm, the only time I have sunk this tanker (I'm just testing my accuracy at this point) was is a salvo of 3 torpedo's to the Keel, so it took on water causing the bow to rise. my main issue is I'm firing my quite valuable electrics at a torpedo proof **** (not entirely accurate but it seems that way)
so could I immobilise it with electrics and then sink it with a couple of gas powered torps? would that be more efficient as electrics are by far the better torpedos in my experience
Mittelwaechter
06-09-16, 10:15 AM
Sometimes it takes them an hour or more to sink. In stormy conditions they go down faster, in calm seas or moving slow they may take more time.
Don't hit the same spot twice - and don't go for the bow itself.
http://abload.de/img/notms__sil9nrxg.jpg
Try to hit them there! One eel only!
(in general "under the fore mast" - it opens up two compartments - fore and aft the mast)
The steamers are as good as the electrics to sink a target. You may chose wisely what torpedo and what pistol (and depth setting!) to use according to the given conditions.
Steamers are longer range and faster than electrics if you want. At night the bubbles are no problem. The only advantage of electrics is the lack of a bubble trail. They are slow and have a shorter range by design.
The pistol function is not related to the torpedo type.
Describe the situation you are in.
What are the weather conditions? Daytime? What is your position in relation to the T3? Are you submerged? Are you detected? What other U-Boot is there around? Is the T3 zagging? What is the T3's speed?
How do you observe the result of your measures? Event camera? Periscope?
Do you hover/F12 over to the T3 and watch your eels hit? How long do you wait and observe, until you decide to reload?
And do you play any mod?
Sometimes it takes them an hour or more to sink. In stormy conditions they go down faster, in calm seas or moving slow they may take more time.
Don't hit the same spot twice - and don't go for the bow itself.
( _________<>_/ <- try to hit them there! One eel only! A second torpedo should go somewhere else.
(in general "under the fore mast" - it opens up two compartments - fore and aft the mast)
The steamers are as good as the electrics to sink a target. You may chose wisely what torpedo and what pistol (and depth setting!) to use according to the given conditions.
Steamers are longer range and faster than electrics if you want. At night the bubbles are no problem. The only advantage of electrics is the lack of a bubble trail. They are slow and have a shorter range by design.
The pistol function is not related to the torpedo type.
Describe the situation you are in.
What are the weather conditions? Daytime? What is your position in relation to the T3? Are you submerged? Are you detected? What other U-Boot is there around? Is the T3 zagging? What is the T3's speed?
How do you observe the result of your measures? Event camera? Periscope?
Do you hover/F12 over to the T3 and watch your eels hit? How long do you wait and observe, until you decide to reload?
And do you play any mod?
Not using any mods. I am looking at where they hit using the free camera. Calm conditions, bright sunshine at about 6pm. Periscope depth and 90 degrees starbord of the tanker
Also im convinced its powered by wishful thinking and fairy dust because I shot the propellers off and it continued at 5 knots
Mittelwaechter
06-09-16, 10:46 AM
Oops - you're online. I edited my last post for your convenience...
Well - you already shot the propeller off and it still moves with 5 knots - by it's sheer mass as stated before. Now you obviously expect the T3 to go down immediately with three additional torpedos slammed into it - but it simply will take some time to see it slip beneath the surface.
Patience pays.
Shoot one torpedo at "1" and hit the time compression.
Oops - you're online. I edited my last post for your convenience...
Well - you already shot the propeller off and it still moves with 5 knots - by it's sheer mass as stated before. Now you obviously expect the T3 to go down immediately with three additional torpedos slammed into it - but it simply will take some time to see it slip beneath the surface.
Patience pays.
Shoot one torpedo at "1" and hit the time compression.
Done, hit it at 1 and must have hit something because he's burning.... but not sinking, wondering if i should immoaluse him and just deck gun the fuel on his decks
You are teaching a complete newbie to subs on general so hope I'm not asking too many stupid questions
Mittelwaechter
06-09-16, 11:29 AM
We all started once in your situation...
You're in the right palce - this forum is very supportive. Enjoy!
Burning the deck doesn't do much, but in Vanilla SH3 it may have some effect to sink the ship. Get used to shoot the waterline and pierce some additional holes into the hull beneath the surface. You may want to install a major mod later and I think all of them change the damage model to "more realistic". Above the waterline you cause death and damage, but the ship stays afloat. Bismarck is a perfect example.
Man the deck gun yourself - and ask for the distance to target. Cut off 200 meters and shoot while the barrel rests steady. Observe the impacts of your shells zoomed in. All hits under the waterline will show a water splash close to the hull and a small impact animation with fire sensation. This is what you want.
Even Vanilla is quite complex and this game is no shooter. Some ships will take an hour to sink and others only minutes. The identical ship type may behave differently - due to waether conditions and cargo.
It is a major factor for the replayability (is this English?) of the game - nothing is certain. You hit the C2 right in the middle and it will split - and next time it will slow a bit and zigzag away.
We all started once in your situation...
You're in the right palce - this forum is very supportive. Enjoy!
Burning the deck doesn't do much, but in Vanilla SH3 it may have some effect to sink the ship. Get used to shoot the waterline and pierce some additional holes into the hull beneath the surface. You may want to install a major mod later and I think all of them change the damage model to "more realistic". Above the waterline you cause death and damage, but the ship stays afloat. Bismarck is a perfect example.
Man the deck gun yourself - and ask for the distance to target. Cut off 200 meters and shoot while the barrel rests steady. Observe the impacts of your shells zoomed in. All hits under the waterline will show a water splash close to the hull and a small impact animation with fire sensation. This is what you want.
Even Vanilla is quite complex and this game is no shooter. Some ships will take an hour to sink and others only minutes. The identical ship type may behave differently - due to waether conditions and cargo.
It is a major factor for the replayability (is this English?) of the game - nothing is certain. You hit the C2 right in the middle and it will split - and next time it will slow a bit and zigzag away.
Well I got it. But had to fire a steam to the rear (aft?) Of the ship. It was listing nicely but that extra oomf made it sink 3 mins later. I was saving deck gun ammo for the coastal merchent escorting the tanker... which reminds me. What do SS rounds do?
Mittelwaechter
06-09-16, 11:52 AM
SS stands for Star Shell - a flare to illuminate the scenery at night. Shot them high and they provide some light in the dark. But they reveal your position too... :)
They cause no damage iirc - and they were not used by U-boats (maybe to illuminate the shelling of some land based oil tanks in the Caribbean).
Aquelarrefox
06-09-16, 12:23 PM
dont forget sometimes game gets buggy, i give a strange example, it happened only once but its an example of sunk bug. I hit a merchant, going down, stop propelers but it goes with "magic propultion", then realy dont start to fllod by the high speed. So you would be able to see some bug sometime. Its know that no much often you will see ships dont want to be sink. Go ahead, im saying it becose if something you dont spect could be one of those rare bug, and its not selection of pistol/deeph error.
SS stands for Star Shell - a flare to illuminate the scenery at night. Shot them high and they provide some light in the dark. But they reveal your position too... :)
They cause no damage iirc - and they were not used by U-boats (maybe to illuminate the shelling of some land based oil tanks in the Caribbean).
Maybe modify the config file to get some more HE shells? The only thing I dislike about the IXC is its lack of deck gun ammo
Mittelwaechter
06-09-16, 02:28 PM
Can be done...
...\Ubisoft\SilentHunterIII\data\Cfg\Basic.cfg - double MaxAmmoPerSlot - and/or add some ShellSlots to your type (there might be a maximum).
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.