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-   -   Impact vs Magnetic GWX 2.0 (https://www.subsim.com/radioroom/showthread.php?t=132546)

Umfuld 03-07-08 10:53 PM

I can never bring myself to do the full 2 meters under the hull. I go from 1 meter to 1 1/3.
Sometimes even just half a meter.

Not sure if that's the proper way, just how I do it.

Brag 03-07-08 11:44 PM

Quote:

Originally Posted by P_Funk
Alright now since I haven't used magnetic in some time can we collect expert testimony on the optimal depth under keel for a magnetic shot?

I recall something like 1.5 or 2... not sure why that pops into my head.

Lets hear the experts wax-nerd on the matter.

I use 1 meter in calm seas, 2 meters in heavy seas. Both work well for me. :D

Graf Paper 03-08-08 12:54 AM

If I'm in doubt I simply give Bernard a hammer and a cane, then strap him onto a torp.

When he taps around with the cane and finds a ship's keel, he hits the fuse with the hammer! :p

Elmer Kosterman 03-08-08 07:15 AM

With magnetic torpedos I range from 0.5 meters in calm weather to 2 meters in very rough seas, but I rarely use magnetics in rough seas because they detonate prematurely more often.

Jimbuna 03-08-08 07:19 AM

Impact.......... every time http://www.psionguild.org/forums/ima...ies/pirate.gif

Ping Panther 03-08-08 05:11 PM

Is there a particular reason that the torpedo load-out is set default to Magnetics? It is just another thing to always have to do to click to Impact settings. Is it historically/realistically always set as Magnetic, so then further orders are always given to modify each tube one-by-one to Impacts?

Does anyone know about this?

Pablo 03-08-08 06:11 PM

Quote:

Originally Posted by Ping Panther
Is there a particular reason that the torpedo load-out is set default to Magnetics? It is just another thing to always have to do to click to Impact settings. Is it historically/realistically always set as Magnetic, so then further orders are always given to modify each tube one-by-one to Impacts?

Does anyone know about this?

Hi!

GWX has not changed the default pistol setting ("Magnetic") from stock Silent Hunter III. I suppose the developers had to pick one or the other, and they picked that one.

Pablo

T.Von Hogan 03-09-08 12:49 AM

I won't use magnetic on electric torps untill the move to the coast of france occurs, they had problems keeping the correct depth untill that point but i use the magnetics on the steam torps from the begining of the war.

If i can't put a gun crew up i don't use magnetics at any point of the war, fusing occurs way to often since no effort was ever made to correct that problem.

the.terrabyte.pirate 03-09-08 09:48 AM

Okay, new scenario:

You're sailing along to your patrol zone when you get a radio report of a task grop heading basically into your lap. You intercept and find the HMS Nelson with 2 Southampton class and 2 escort dd's.

Naturally your main priority is merchant shipping, but this is a big opportunity.

Now you know you'll only have one shot at this. If you miss, or you only damage her, she'll be on her merry way at 23 knots while you wrestle with the escorts. For the sake of arguement you have a torpedo expert on board, so dud's will not be a problem.

Personally, I wanted a quick kill, even if it meant overkill. I got to 600 meters and fired a salvo of 3 magnetics under her keel at 90 degrees. I figure she was wide enough to trigger them properly. I got the message she was going down as soon as the third one hit, so I'm guessing two and flooding would have seen her go down after a while anyway. I immediately crash dived to 50 meters, turned 90 starboard, and tiptoed away at ahead slow, silent running, while the escorts went fishing for me.

I'm interested to see how the rest of you would handle this situation.:hmm:

Jimbuna 03-09-08 10:02 AM

It could be argued/debated that you were lucky.....many a time on this forum have I read of one hit setting off a magazine explosion and also 4 eels having little or no initial effect.

That's the beauty of this game....there are dozens of possibilities for each encounter....just as there were in RL http://www.psionguild.org/forums/ima...ies/pirate.gif

the.terrabyte.pirate 03-09-08 04:35 PM

Quote:

Originally Posted by jimbuna
It could be argued/debated that you were lucky.....many a time on this forum have I read of one hit setting off a magazine explosion and also 4 eels having little or no initial effect.

That's the beauty of this game....there are dozens of possibilities for each encounter....just as there were in RL http://www.psionguild.org/forums/ima...ies/pirate.gif

Tell me about it. :damn:

That's why I'm polling everyone for advice on how they'd do it...

Umfuld 03-09-08 04:42 PM

I will usually empty all tubes when going after a BB.


What am I going to save them for? It's not like I'm going to find a better target.


Times when I've only fired 3 and maybe tried to take out a cruiser with the 4th often it would only cripple the BB and miss the cruiser. :damn:

Brag 03-09-08 06:11 PM

Quote:

Originally Posted by the.terrabyte.pirate
Okay, new scenario:

You're sailing along to your patrol zone when you get a radio report of a task grop heading basically into your lap. You intercept and find the HMS Nelson with 2 Southampton class and 2 escort dd's. ..


. . .I'm interested to see how the rest of you would handle this situation.:hmm:

A BB is an important target (yes, more important than several merchies) never mind the psychological impact the loss of one has on the enemy. I fire a salvo of four and get out of Dodge.

On one occasion I had one torpedo left, fired a magnetic that exploded near the stern. It took a while but the BB sank.

With BBs always use magnetic. Impact torpedoes are wasted on the armoured belt of this type of ship.


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