View Full Version : How do you hunt in storms
rishsin23
04-22-25, 09:08 PM
I know I'm a bit late to the party, but playing at 64% realism, I make contact on map, now it's so rainy and stormy I could hardly see ship after ≈300 so what measures should I take when plotting, in a normal less calm weather plotting is easy as you will find the ship, but how to do in such storms and torpedo setting too, seems most of my shots dud whether magnetic or impact pistol? Thank you
Shadowblade
04-22-25, 09:44 PM
I am using hydrophones in bad weather for detecting ships and monitoring them and their course.
If there is bad weather with high waves I prefer impact pistols because ships go up and down which is not good for magnetic pistols where you need to set specific depth to make them detonate under ship's keel.
rishsin23
04-22-25, 10:09 PM
I am using hydrophones in bad weather for detecting ships and monitoring them and their course.
If there is bad weather with high waves I prefer impact pistols because ships go up and down which is not good for magnetic pistols where you need to set specific depth to make them detonate under ship's keel.
Thank you man
Raf1394
04-23-25, 02:23 AM
For detecting ships. I also submerge. Hydro check.
When i got a general idea where they are. I surface and go towards the bearings. Then i submerge again if needed. To recheck with hydro for there position and resurface.
Until i have visuals on the convoy from the surface.
Shadowblade
04-23-25, 03:29 AM
but how to do in such storms and torpedo setting too, seems most of my shots dud whether magnetic or impact pistol? Thank you
BTW for impact pistols try to have AoB angle close to 90°. At bad angles the impact pistol can fail to detonate and torpedo would just bounce off the ship's hull.
(magnetic pistols dont have this problem, so they are good for firing from bad AoB angles, ofc if there are no high waves)
I usually plot the ship course on the map before the attack and prepare my ambush position so I will have AoB angle 90° for torpedo attack with impact pistols.
Torpedo also need minimum range to arm (iirc 300 m).
Failing these conditions (minimum range, AoB angle) can appear as dud torpedo.
Raf1394
04-27-25, 02:09 PM
BTW for impact pistols try to have AoB angle close to 90°. At bad angles the impact pistol can fail to detonate and torpedo would just bounce off the ship's hull.
(magnetic pistols dont have this problem, so they are good for firing from bad AoB angles, ofc if there are no high waves)
I usually plot the ship course on the map before the attack and prepare my ambush position so I will have AoB angle 90° for torpedo attack with impact pistols.
Torpedo also need minimum range to arm (iirc 300 m).
Failing these conditions (minimum range, AoB angle) can appear as dud torpedo.
Nice info.
I'm pretty average at long range shots. But i like to get as close as possible. And fire close shots, so i'm sure i hit the target haha. i try to have a distance of 500m haha.
Maybe 400m if i can. But scopes can be spotted.
I need to use more Magnetic settings. 95% of my shots are Impact pistols
Shadowblade
04-27-25, 09:42 PM
Nice info.
I'm pretty average at long range shots. But i like to get as close as possible. And fire close shots, so i'm sure i hit the target haha. i try to have a distance of 500m haha.
Maybe 400m if i can. But scopes can be spotted.
I need to use more Magnetic settings. 95% of my shots are Impact pistols
my standard attack range is 1 km
(less when harbor raiding)
Raf1394
04-28-25, 04:08 AM
my standard attack range is 1 km
(less when harbor raiding)
Yes 1000m is pretty decent. You can even use elektric torpedoes, instead of steam at that range.
Shadowblade
04-28-25, 09:28 AM
Yes 1000m is pretty decent. You can even use elektric torpedoes, instead of steam at that range.
yeah, plus it still shows critical locations in recognition manual at this range (1 km is max range for this feature iirc)
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