View Full Version : Uboat Kaleun lessons 101
The_Pharoah
08-10-05, 10:52 PM
There's a few things I didn't get taught in Uboat Kaleun lessons 101 eg:
- whats the real diff between using the 2 diff types of torpedoes?
- is impact or magnetic better for torps?
- where shd I aim at a ship to kill it hopefully in 1 go? (if possible)
- why don't torps work when you shoot at a target from the rear?
- whats the minimum that I can do not to be heard by a DD or vette? (eg. slow ahead, rig for silent running only?)
- whats the best range to shoot each torpedo?
*throws to pack of wolves* "feed my lovelies, feed" :hulk:
Tullaian
08-10-05, 11:21 PM
- torpedo differences
G7A - steam powered, higher speed up to 44knots with 3 speed choices availiable but leaves a visible wake on the surface when fired. more reliable at the start of the war than the G7E electric.
G7E - electric limited to one speed of 30 knots. no wake when fired. more chance of duds early in the war though fixed by the time the Axis take Norway. Advantages are obviously for daytime attacks staying undetected and especially for shooting at warships whose ability to accelerate makes them harder to hit with the torpedoes they can spot.
- impact or magnetic
not better or worse imo, just different. impact you are trying to hit the hull below the waterline, magnetic you are trying to have the torpedo pass under the hull by around 1-2m.
- 1 shot kills
various ships have different weak points which you will come to learn ie ammo bunkers, fuel tanks where a single torpedo will do lots of damage. personally i've found the best chance for a 1 shot kill is the magnetic torpedo under the hull that breaks the spine of the ship.
- torps not working
could be a) a dud , or b) the impact angle can affect the torpedo detonator. The further off 90degrees AOB your shot is the less likely it is that an impact torpedo will work, magnetic torps should not be affected by AOB (** i think**). Just think of it as a glancing hit of the hull that wasn't enough to trigger the detonator to register an impact.
- detection range
varies by year and quality of crew on the DD. lots of posts on the mod forum about detection distances etc. crew quality is random from green to elite and different ships at different time points have different equipment so it is hard to say. early in the war they have a hard time finding you at all, later in the war you will feel that you have a giant striped bouy attached to your conning tower with a big I AM HIDING HERE flag on it. :)
- range
min distance to arm the torpedo is 300m , max range goes out to about 7.5km with a g7a on slow speed but the reality is that the further away you are the greater the margin for error and the more chance the target has to change course and or speed. rule of thumb to get closer than 1000m though I try to get closer again if possible.
The_Pharoah
08-11-05, 12:07 AM
thanks mate. Now I understand! :up:
Ula Jolly
08-11-05, 03:24 AM
If I recall this information I stacked somewhere in my head correctly, then magnetic torps more easily risk blowing up in bad weather, at least early in the game.
Damo1977
08-11-05, 03:27 AM
If I recall this information I stacked somewhere in my head correctly, then magnetic torps more easily risk blowing up in bad weather, at least early in the game.
U recalled correctly :up: Even the odd impact eel blows up prematurely early in the war.
Phylacista
08-11-05, 03:31 AM
If I recall this information I stacked somewhere in my head correctly, then magnetic torps more easily risk blowing up in bad weather, at least early in the game.
You got that right.
But sometimes its worth the risk. Magnetic fuses detonate when shooting at the stern. In dense fog the only option you can get a shot that travels at least 300m's: Line up with the target and then shoot along his course. :arrgh!:
In a pinch, I have hit large ships with a stern shot using magnetics, leaving them dead in the water. I will sometimes crawl back and forth below them to throw off the hunters. When the escorts move on I go shallow and claim my prize.
Nopileo
08-11-05, 04:17 AM
I think someone even concluded here somewhere that the chance of premature detonations for mag shots are higher in Northern parts of the Atlantic (North Sea), like it was in real life. Something about higher magnetic activity/interference in this part of the world compared to other places.
Zie Chuckinator
08-11-05, 08:24 AM
well actually, ive fired mag torps and they explode at 270 meters. I think that some1 mentioned in an earlier post that mag torps arming range is like 250 meters?
The Avon Lady
08-11-05, 08:37 AM
Why type so much when Red Devil (http://hometown.aol.co.uk/dominicobaggio/SilentHunterIII.html) has already done so much of the work for you?! :yep:
Zie Chuckinator
08-11-05, 08:44 AM
Why type so much when Red Devil (http://hometown.aol.co.uk/dominicobaggio/SilentHunterIII.html) has already done so much of the work for you?! :yep:
where do u find all this stuff?!?!?!?!?!? :stare:
The Avon Lady
08-11-05, 08:46 AM
Why type so much when Red Devil (http://hometown.aol.co.uk/dominicobaggio/SilentHunterIII.html) has already done so much of the work for you?! :yep:
where do u find all this stuff?!?!?!?!?!? :stare:
In my sig's bottom line. :yep: :smug:
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