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-   -   One shot kills (https://www.subsim.com/radioroom/showthread.php?t=195842)

TorpX 06-07-12 10:34 PM

RR:

Good explanation there. :up:

merc4ulfate 06-09-12 04:33 PM

I run TMO and RSRD

I have, some, one shot kills :yeah: and boy are they spectacular. I have played with depth settings and I have discovered as I think other have mentioned in separate discussions that getting a pop closer to the keel will greater your chances of getting that one shot kill.

That being said the depth setting is a bit boinked at times :damn: and I completely miss LOL

At the shallowest setting I get a greater hit ratio but use more fish and longer sink times. Closer to the keel I get a much better fish to kill ratio and just love the ones where the keel breaks and watch as two parts of a while sink to the bottom.

I saw one actually flip the forward section in air once and then come back down facing the stern then sink ... looked cool. :sunny:

Mark:arrgh!:

mobucks 06-09-12 05:49 PM

I used to get near 100% "kill with one torpedo" success when using magnetic detonator set a few feet under the keel. Every ship breaks in two. This was with TMO post 1943 when most of the problems with the MK14 are resolved.

iambecomelife 06-09-12 06:27 PM

Quote:

Originally Posted by Carthaginian (Post 1893021)
Yes Ma'am!
I have already been doing that to a limited extent... generally for a spread effect. I guess I'm going to have to figure out the 'speed error' that my crew is making when launching torpedoes and have a pre-prepared offset to compensate. Gotta hit those boiler/engine rooms- big rooms mean faster flooding and faster sinking!


I also like hitting engine rooms. Not only lots of flooding space, but you can leave her a cripple and line up a second shot with precision. Once a ship goes dead in the water, I usually choose an unflooded compartment as my target, rather than trying to make the engine room flood faster with my second torpedo. In my most recent career with TMO, I almost never needed more than two fish for merchants up to 4,000 tons.

Carthaginian 06-10-12 12:17 AM

Quote:

Originally Posted by mobucks (Post 1895563)
I used to get near 100% "kill with one torpedo" success when using magnetic detonator set a few feet under the keel. Every ship breaks in two. This was with TMO post 1943 when most of the problems with the MK14 are resolved.

Well, that's what the magnetic exploder was meant to do all along.
When that is available as an option (S-boat in 1942 ATM) I'll be using it.
Right now, I'm just glad that I can avoid using the Mk14 completely!

Quote:

Originally Posted by iambecomelife (Post 1895572)
I also like hitting engine rooms. Not only lots of flooding space, but you can leave her a cripple and line up a second shot with precision. Once a ship goes dead in the water, I usually choose an unflooded compartment as my target, rather than trying to make the engine room flood faster with my second torpedo. In my most recent career with TMO, I almost never needed more than two fish for merchants up to 4,000 tons.

If she's dead in the water, then I'm using my 4" deck gun to open up the hull... unless she is armed and has the Japanese Davy Crockett as a gun captain. Torps are for tankers, liners and warships- deck gun shells are cheaper and more available.
And I don't blame you for looking for a fresh compartment, there are only two ways to ways to sink a ship: 1.) let water in the bottom or 2.) let air out the top. Hitting two compartments lets both happen faster. I like my ship kills like I like my kills in the field- quick and clean.

Hylander_1314 06-10-12 08:01 AM

Davy Crockett is no joke! While our DG crews are blind as bats in comparison! Even on dead calm seas, and as close as 500 yards, they can't the broad side of a barn, with the broad side of another barn!

merc4ulfate 06-10-12 05:47 PM

TMO RSRD Tambor Class

He has a DECK GUN?? Gesus crap why won't it give me a deck gun? Its already Dec of 44

GRRRRR

Hylander_1314 06-10-12 07:06 PM

Quote:

Originally Posted by iambecomelife (Post 1895572)
I also like hitting engine rooms. Not only lots of flooding space, but you can leave her a cripple and line up a second shot with precision. Once a ship goes dead in the water, I usually choose an unflooded compartment as my target, rather than trying to make the engine room flood faster with my second torpedo. In my most recent career with TMO, I almost never needed more than two fish for merchants up to 4,000 tons.

My favorite place to hit ships in general, merchants or warships! Although with the latter, a nicely placed shot in the forward magazine can make for some very cool pyrotechnics!

doulos05 06-11-12 01:03 AM

My first shot always goes under the stack. But that's efficiency. If I fail to sink her, I'll almost certainly stop her. If I stop her, every follow-on method of sinking her becomes infinitely easier. Even if I just slow her down, I've still made it measurably easier to make her into an artificial reef.


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