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-   -   Under keel or into the ship... (https://www.subsim.com/radioroom/showthread.php?t=166112)

frau kaleun 03-25-10 08:33 AM

Quote:

Originally Posted by Snestorm (Post 1333237)
How would one do damage control on a hole the size of a house IN THE BOTTOM OF A SHIP?

You throw some duct tape at it on your way to the lifeboats.

Snestorm 03-25-10 08:35 AM

Quote:

Originally Posted by Paul Riley (Post 1333230)
Then we are all playing the wrong game if thats the case.Maybe Pokemon would be a better choice? hehe

I think as long as we remember that the game is so much better than actualy having to live it, all is fine.

May I be excused from Pokemon? I love my SH3.

Snestorm 03-25-10 08:37 AM

Quote:

Originally Posted by frau kaleun (Post 1333243)
You throw some duct tape at it on your way to the lifeboats.

Good thing for my computer that I didn't have any coffee in my mouth on reading that.

Good one, Frau Kaleun.

Jimbuna 03-25-10 08:43 AM

Quote:

Originally Posted by Snestorm (Post 1333251)

May I be excused from Pokemon? I love my SH3.

LOL :DL

Fader_Berg 03-25-10 09:09 AM

Quote:

Originally Posted by LostDream (Post 1333224)
So keep it magnetic and dont worry "too" much about where I hit it. As stated earlier, I do like to hit the first 3rd of the ship and let the ships inertia help with the flooding of the compartment. Do I still keep a high percentage to get a one shot kill by using magnetic under the keel while aiming for the fuel tank / Ammo Storage or are those one BIG explosions only the domain of impact torpedoes?

I've tried different tactics in where to hit. And I have come to the conclution that I should go for the center of the target. That seems to be the best choice with magnetic pistol. So that's where you should aim.
You rarely need more than one hit on a merchant, if you hit in the middle of it. The big explosions will happen to a lesser extent.
Quote:

Originally Posted by "Paul Riley" (Post 1333230)
Then we are all playing the wrong game if thats the case.Maybe Pokemon would be a better choice? hehe

Well, I couldn't say that pokemon in real life would be any better than war. Imagine how terrible I would look in manga. No, I would probably prefer war and that's why I'm here.

LostDream 03-25-10 09:17 AM

War does suck, take it from some one that has seen it in both Afghanistan and Iraq.

Now Duck Tape is Gods gift to men!
I have seen Combat Engineers patch-up a M1A1 Abram with it, make nice and neat C-4 bundles with it, repair leaking lines on our Helos... Heck aside from using super-glue to glue a cut shut, duct tape is a great method to stop major bleeding...:yeah:

frau kaleun 03-25-10 09:32 AM

Quote:

Originally Posted by LostDream (Post 1333302)
Now Duck Tape is Gods gift to men!

http://www.joe-ks.com/archives_oct2006/DuctTape.jpg

Jimbuna 03-25-10 09:42 AM

Never go near the stuff after you've been on a nightout with the lads :DL

http://img180.imageshack.us/img180/4...ape20prank.jpg

sharkbit 03-25-10 09:57 AM

http://media.canada.com/canwest/143/rgreen.jpg

"The Handyman's secret weapon."-Red Green

:)

Exakt 03-25-10 11:04 AM

Quote:

Originally Posted by sharkbit (Post 1333356)
http://media.canada.com/canwest/143/rgreen.jpg

"The Handyman's secret weapon."-Red Green

:)

Damn I miss theses shows... they were hilarious...

Iranon 03-25-10 11:17 AM

Biggest consideration for me is the AoB. If I can set up a nice 90° I'll use impact (it's at its most reliable then, while magnetics are at their worst since they don't spend much time below the ship).
Against large ships at 90°, impact torpedos at the keel (draft -1m or so) are a viable alternative to magnetic detonations, especially at long range where there is a large chance of a premature detonation.

Magnetic detonators are nice in calm weather (rough seas mean magnetic torpedos can miss, either by going below the keel or by crashing into the hull) at AoBs below 60° - plenty of time spent below the ship, and the angle is too steep for impact detonators to work reliably.

There is, unfortunately, no elegant solution for small AoB coupled with high waves. As a small consolation, an off-centre hit (bow or stern; the rougher the sea the more I'd favour the bow) will often end up sinking a ship in foul weather.

Steiger 03-25-10 11:22 AM

Another advantage of 3m setting versus shooting for the keel, is that if you set keel depth, and your torpedo misses what you're aiming at, it can run too deep under the keel of any other ships it might cross paths with. If you set it to 3m then it will announce its presence to any ship it does happen to find.

Paul Riley 03-25-10 11:32 AM

Its very rare I attack from angles other than 90 degrees and at close range,until later on in the war when long range firing is generally favoured against radar bearing ships,and I would say most of my attacks are reliable,the torpedoes however frustratingly arent.Other angles I use if engaged in a running fight with a fast ship ,and that is usually at no greater than 60 or 300 degrees,parallel to the target.

Paul Riley 03-25-10 11:33 AM

Dont forget also that setting an impact to run TOO deep has a chance of hitting the hull curve near the keel causing it to bounce off,this has happened to me before :nope:

maillemaker 03-25-10 01:33 PM

The largest consideration for me was angle on the bow. If I was shooting at a ship not 90 degrees to me, I'd use a magnetic shot so that it would explode.

Magnetics don't work well in high seas - they prematurely detonate.

Now that I am doing manual targetting with the fixed-wire method, the only shots I know how to take are 90 degree.

Still, I have "guestimated" magnetic shots at circling escorts by playing with the knobs on the TDC until I have a good lead on the god-mode contact udpate. Without map updates that would not work, though, so it's kind of cheating.

When shooting at stationary ships (harbor raiding) sometimes you have to use magnetics to hit ships sitting in slips.

I have, with magnetics, even with manual targetting, nailed escorts chasing me at 180 degrees.

Steve


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