SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Silent Hunter 4: Wolves of the Pacific (https://www.subsim.com/radioroom/forumdisplay.php?f=202)
-   -   Another noob question (https://www.subsim.com/radioroom/showthread.php?t=132066)

Capt. Morgan 04-18-11 02:09 PM

Quote:

Originally Posted by TorpX (Post 1643431)
... Do they travel in a perfect circle, or do they just loop around generally? If they travel in a precise circle and are "preordained" to hit you, that is bad news. ...

I was lucky enough to be able to observe a circle-runner (specifically its wake - and also on the attack map) during a daylight surface attack on a wounded freighter.

They begin to circle once they start their turn to the target (and then they just keep on turning - full circle), so they run in a perfect circle about 200 yds ahead of the firing point. You're safe if your stationary. I wasn't, but I managed to save myself by ordering emergency back.

I'm guessing that if you fire with a zero gyro angle your torp. won't go erratic, since it doesn't turn on the way to the target.

Still interested to learn just what exactly "Torpedo in the water" means. Sorry to say I can't remember if I heard it when I observed that circle runner - my mind was otherwise occupied at the time.

fred8615 04-18-11 02:25 PM

Quote:

Originally Posted by AVGWarhawk (Post 1645805)
Does'nt "torpedo in the water' mean the enemy has sent one of their fishes at your vessel/boat? :hmmm:

No, because it says it every time you fire one. So it means your torpedoes.

Hylander_1314 04-18-11 07:51 PM

Quote:

Originally Posted by TorpX (Post 1644237)
Then I guess you never make surface attacks?
As I said before, crash dives after every torpedo attack, is going a bit far. I usually want to confirm hits, turn, be ready for follow up shots etc.

Does anybody know of how many U.S. boats were hit by circle-runners? I've read of at least 3.


No not usually. I like to use the stealth of underwater attacks. Makes diving to greater depths easier, and avoids the nasty mishaps of shells damaging the boat from escorts, or armed merchants.

TorpX 04-19-11 02:48 AM

Quote:

Originally Posted by Capt. Morgan (Post 1646008)
I'm guessing that if you fire with a zero gyro angle your torp. won't go erratic, since it doesn't turn on the way to the target.

I was wondering about this. But I suspect the torpedo rudder could be jammed upon launching. (A highly qualified torpedo specialist should reduce the chances of this.)
Quote:

Originally Posted by Capt. Morgan (Post 1646008)
Still interested to learn just what exactly "Torpedo in the water" means. Sorry to say I can't remember if I heard it when I observed that circle runner - my mind was otherwise occupied at the time.

That's understandible. :)

Stealhead 04-19-11 11:04 PM

Some where in this forum there are some threads about circle runners but I could not find what I was looking for but anyway I am pretty sure that you can get a circle runner at any gyro so setting to zero wont prevent this.

If you really sat down and looked though the right threads the answer about the circulars can be found.But if I recall there is not way to avoid one occurring.You just have to hope that they dont and they can happen with various types of torpedo as well in WWII this was the case anyway the Tang got nailed by her own circular run Mk.18 and I think the Tullibee got hit by her own Mk.14.In the Tangs case they tried to evade it but to no avail.Those are the only 100% confirmed ones where some crewman knew what happened and survived but I bet other subs may have been completely destroyed with all hands and no way to explain the loss(if they even knew that their own torp circled back and hit them) and other times subs avoided circulars just fine so they did occur more than just a few times.

Capt. Morgan 04-20-11 03:17 AM

Quote:

Originally Posted by Stealhead (Post 1647019)
Some where in this forum there are some threads about circle runners ... I am pretty sure that you can get a circle runner at any gyro so setting to zero wont prevent this....

So much for that theory then.

I guess all you can do is to try to observe the torpedo's wake through the periscope, react accordingly, and hope.

Jan Kyster 04-20-11 06:55 AM

Or you can deal with circle runners as this skipper here deals with mines, nets and reefs - they just don't exists! :smug:

fred8615 04-20-11 08:34 AM

Quote:

Originally Posted by Capt. Morgan (Post 1647096)
I guess all you can do is to try to observe the torpedo's wake through the periscope, react accordingly, and hope.

Except the Mark 18 is electric, and thus wakeless. And it seems to be most prone to circle running, especially early in its deployment.

The one sure way to detect circle runners is to use the Attack Map, zoomed in a few times. I've seen, and avoided, several that way.

TorpX 04-20-11 08:37 AM

Quote:

I guess all you can do is to try to observe the torpedo's wake through the periscope, react accordingly, and hope.
Well, I don't know about you, but I plan on getting a top-notch torpedo specialist and being very nice to him. :DL

Stealhead 04-20-11 07:26 PM

In game there is not much of a way to spot circle runners unless you are using the sound gear you could follow the fish that you launch and track them.The real sound guys did that all the time and where listing for a circle runner once they where found to occur.I have never tried this in game to be honest but I suppose it could work.

TorpX 04-21-11 05:03 AM

Quote:

Originally Posted by Stealhead (Post 1647609)
In game there is not much of a way to spot circle runners unless you are using the sound gear you could follow the fish that you launch and track them.The real sound guys did that all the time and where listing for a circle runner once they where found to occur.I have never tried this in game to be honest but I suppose it could work.

You can hear them in game; they make a buzzing sound. The problem is, in my view, that you are usually too busy. The sound man is an idiot, so you must go to his station your self and listen soon after you launch. Keep in mind, that in many cases you will want to fire multiple torpedos, so you would have to track each of them. This would usually mean not looking through the periscope for impacts. Or making any sort of maneuvers after launching.... **GROAN**

A more practical approach might be to set torpedos shallow and launch from periscope depth. The odds of a circle-runner hitting the shears should be a good deal less, right? Of course, you should not use magnetic influence det. for this.

Is it possible someone could figure out a modding fix, to permit a skillful sound operator to track them?

WernherVonTrapp 04-21-11 06:18 AM

Maybe we should just advise the Naval Bureau of Ordinance about these torpedo problems.http://www.freesmileys.org/smileys/s...c/tomatoes.gif

Armistead 04-21-11 12:41 PM

The easy answer, look at the attack map after shooting, it takes a few seconds. What bothers me is I can be at scope depth, set torp depth to 10ft and the things still hit my bow. I could understand maybe the top of the con tower.

I have found moving at 2kts forward it will almost always hit you.

Still, I've never been sunk by one, which is silly, but no one can fix the coded damage model.

Platapus 04-21-11 04:33 PM

Quote:

Originally Posted by WernherVonTrapp (Post 1647861)
Maybe we should just advise the Naval Bureau of Ordinance about these torpedo problems.http://www.freesmileys.org/smileys/s...c/tomatoes.gif


Oh you are bad!

:D

andy_311 04-21-11 04:40 PM

I would show you a screenie but for some reason my pics won't show up.
so here's a direct link to the jpeg not quite a circular but a my own Mk27 smacking in to me the settings were st to 45m magnetic.

http://img577.imageshack.us/i/bloodycuties.jpg/


All times are GMT -5. The time now is 11:43 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.