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-   -   Torpedo effectiveness (https://www.subsim.com/radioroom/showthread.php?t=173583)

desirableroasted 08-15-10 08:09 AM

Quote:

Originally Posted by Obersteuermann (Post 1467256)
OK, so conventional wisdom is to go for impact whenever possible?

No, usually not.

1. Impact torpedoes punch a hole in the hull and explode. Nice, but that hole can take a long time to fill (and if you playing the GWX mod, even longer).
2. It can be fiddly getting into the "perfect" 90 AOB position if the target has passed you.
3. If you aim too low, your torp will glide off the curve of the hull.

On the other hand:

3. Magnetic-pistoled torps give you much more damage... even crack the ship in two.
4. Approaches with magnetics are easier and more varied.... from pretty much around the compass except dead astern, dead ahead, and 80-110 AOB... and even then you can get lucky.
5. Finally, your magnetic torps are always ALSO set to impact....

That said...

Magnetics can explode prematurely in really choppy seas. They can also pass too far under the hull, or hit it, if the ship is heaving. So in rough weather, the impact may be a safer bet (also, a ship hit in the bow in rough weather tends to sink faster).

And, yes, as others have pointed out: the "reliability" issues are for immersion.... y our torps will work as reliably on Sept 1, 1939 as they will any time..

Happy hunting.

BulSoldier 08-15-10 10:47 AM

I belive the realibility of the magnetic pistol ingame is reals issue.There are no depth keeping problems but the premature detonations is much more common early on.I could be wrong so if anyone knows for sure please correct me.

Jimbuna 08-15-10 12:56 PM

*Speaking with reference to GWX*

Choosing the realistic torpedoes will mean an accurate cycle of problematic eels....this function is NOT for immersion purposes but an ingame reality.

The player will see a better success rate post 42 onwards.

Setting the eels to magnetic will still allow a detonation if the hull is hit at a favourable AOB.

K-61 08-15-10 02:53 PM

In my current patrol I have enjoyed great success by using one impact pistol on the bow section of my targets. I usually hit about one fifth to one quarter back from the bow [I don't want to get too close to the bow and miss entirely!] Even on a large cargo all I needed was one torpedo. Heavy seas help greatly to pull the ship down by the bows, but even in a dead calm sea this has worked for me.

CherryHarbey 08-16-10 11:16 AM

Quote:

Originally Posted by jimbuna (Post 1468592)
*Speaking with reference to GWX*

Choosing the realistic torpedoes will mean an accurate cycle of problematic eels....this function is NOT for immersion purposes but an ingame reality.

The player will see a better success rate post 42 onwards.

Setting the eels to magnetic will still allow a detonation if the hull is hit at a favourable AOB.

Sorry if I'm being really thick but are you saying that the torpedoes running deeper than set is modelled in GWX (as well as the early detonations of magnetic pistols). If so when in GWX do they start running as set.
Thanks.

desirableroasted 08-16-10 11:33 AM

Quote:

Originally Posted by CherryHarbey (Post 1469218)
Sorry if I'm being really thick but are you saying that the torpedoes running deeper than set is modelled in GWX (as well as the early detonations of magnetic pistols). If so when in GWX do they start running as set.
Thanks.

I second your thickness and raise you.

Jim, does GWX try to model the depth-keeping problem of electric torpedoes, or the unreliability of the magnetic pistols on all types of fish? Or both?

I have to say, except in choppy water over long distance, my magnetics are working just as they should, with the occasional stray.

Jimbuna 08-17-10 08:48 AM

Quote:

Originally Posted by CherryHarbey (Post 1469218)
Sorry if I'm being really thick but are you saying that the torpedoes running deeper than set is modelled in GWX (as well as the early detonations of magnetic pistols). If so when in GWX do they start running as set.
Thanks.

No, GWX does not model or cause any erratic torpedo behaviour.

Choosing the 'dud torpedo' option allows the game (SH3) to apply a rondomisation factor for duds and prematures.

Quote:

Originally Posted by desirableroasted (Post 1469227)
I second your thickness and raise you.

Jim, does GWX try to model the depth-keeping problem of electric torpedoes, or the unreliability of the magnetic pistols on all types of fish? Or both?

I have to say, except in choppy water over long distance, my magnetics are working just as they should, with the occasional stray.

Please see above.

CherryHarbey 08-17-10 12:11 PM

Thanks for the clarification. I guess my main problem with magnetic pistols was setting them to run too shallow (thinking that they would run deeper:doh:) and so hitting the curved section of the bottom of the hull rather than passing under it.
I'll try again with magnetics set a the correct depth.
Thanks again.

frau kaleun 08-17-10 12:19 PM

Quote:

Originally Posted by CherryHarbey (Post 1470191)
Thanks for the clarification. I guess my main problem with magnetic pistols was setting them to run too shallow (thinking that they would run deeper:doh:) and so hitting the curved section of the bottom of the hull rather than passing under it.

I don't think this would matter with magnetics - only impacts. With an eel set to detonate on impact, the angle of impact is crucial - that's why the AOB is so important, as well as making sure the eel doesn't hit too far down on the curvature of the hull.

My understanding of magnetics is that they only need to come close enough to the hull to be within the electromagnetic field generated by it. If that happens, they go boom (unless the eel is a total dud). Whether they hit the ship or not, and where any such impact takes place, shouldn't matter. (Someone please correct me if I'm wrong.)

I typically set magnetics to run within 1 meter below the ship's listed draft, but if I have any doubts about getting it close enough under the keel (due to the sea state, for instance) I'll set it for 1-2 meters above the listed draft. I've never had one hit and slide off without detonating regardless of where it makes impact. If it's close enough to make impact, it's inside the E/M field and unless it's a complete dud the detonation is already a done deal IME.

That said, obviously the farther down on the hull you can punch your hole, the more likely you are to cause fatal damage. Blowing out a hole straight upwards from directly underneath the keel is optimal, but if I have any doubts I'd rather get a good hit 1-2 meters above that than nothing at all.

BulSoldier 08-17-10 12:29 PM

Actually if a magnetic hits a ship (directly ) and doesnt explode it doesnt matter how long it will stay near the ship, it wont detonate.

Jimbuna 08-17-10 02:00 PM

Quote:

Originally Posted by CherryHarbey (Post 1470191)
Thanks for the clarification. I guess my main problem with magnetic pistols was setting them to run too shallow (thinking that they would run deeper:doh:) and so hitting the curved section of the bottom of the hull rather than passing under it.
I'll try again with magnetics set a the correct depth.
Thanks again.

You could also experiment....set a magnetic at 1 or 2 metres :03:


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