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-   -   Ships slowing due to damage IRL (https://www.subsim.com/radioroom/showthread.php?t=164840)

Conrad von Kaiser 03-15-10 09:21 AM

I hate using wiki but it's one of the few reference sites I know of that aren't blocked here at work.

"Immediately after the torpedo strike, Captain Maund attempted to order the engines to full stop, but had to send a runner to the engine room when it was discovered communications were down.[85] The hole in the hull was enlarged by the ship's motion, and by the time Ark Royal stopped she had taken on water and begun to list to starboard, reaching 18° from centre within 20 minutes."

http://en.wikipedia.org/wiki/HMS_Ark_Royal_(91)

Depending on the location of the hit I would think a hole could be either bothersome but not a huge problem, or a serious liability.

For instance, regardless of the ship if you hit her square on the nose, chances are any forward motion is going to start ripping her apart lol

Dowly 03-15-10 09:29 AM

You get a pretty good picture by reading the few translated KTB's, many attacks take only one torpedo, but like said above, tankers usually seemed to take 2-3 (well, not necessarely, but the common practice seemed to be to fire 2-3 torps just in case).

http://www.uboatarchive.net/KTBList.htm

Also, make sure the kaleun mentions he saw the ship go down, no point in taking account ships that were "maybe" sunk. :O:

Bilge_Rat 03-15-10 09:49 AM

The sinking of the Ark Royal is an example of a worst case scenario, the torpedo hit in the engine room and knocked out power so they could not correct the list. This was compounded by poor damage control measures.

The Taiho sinking is another example of poor damage control:

http://en.wikipedia.org/wiki/Japanes...ier_Taih%C5%8D


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