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90% T2 sinking with one eel
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I have had difficulty sinking tankers in port in my IID with one eel. I have had the best luck as follows. Firing one eel at 10 m (1/2 m below keel) under the aft edge of the forward superstructure (forward of midships) breaks the back 30% of the time. The 1/2 m is important b/c with 1 m below keel depth, the back doesn't break as often (I didn't finish the calculation once I saw the probability was less than 30%:know:). If the back doesn't break, a second eel set to impact hitting the engine room increases the probability of sinking by 30% (60% probability with 2 fish). I was hoping a single eel on impact to the engine room would be sufficient in deeper water, and I am in the middle of attacking a convoy just departing Southend. Even in deep water , one eel to the engine room with impact pistol complete with secondary explosions still didn't sink a T2. It was dead in the water and I finished it with a second fish (no deck gun on my IID) at 10 m and magnetic pistol under the forward half of the forward superstructure. You mentioned a 90% sink probability for T2s with one fish at 1 m below keel depth, but I can't duplicate those results. I don't know how much GWX, convoy mods, or ship model mods may be affecting the results. I'm using 1.4b patched vanilla right now before switching to GWX so I can appreciate the difference. Any additional information to improve my efficiency before I graduate into a VIIC would be helpful. Please include torp depth, location of detonation (as accurately as possible, but tough to see when evading escorts), and mods. :know: |
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Areas on the ship are colour coded as follows: green = propulsion, magenta = ammunition, orange = fuel, yellow = engine, blue = keel. The next version of these charts (currently under development) will have "ideal" impact-trigger locations. I'll post to subsim.com when they are ready. If doing a magnetic shot, I set the depth to 1 metre below the keel in calm weather, 1.5 metres in moderate seas. In rough seas I only use the impact trigger. In terms of aiming, I tend to aim between the fuel-bunker and engine. If I get a perfect hit, it will sink. If I miss slightly in either direction, it results in a critical hit on one of those areas and the ship will go down (or will be crippled). I generally play at "Hard" for multi-player games and "100%" for single player games. I get similar results in each, as far as a ship sinking for a hit in a given area. I hope that helps. |
"Ideal" impact trigger locations
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Regarding realism settings, do we have reason to believe that realism settings affect where the weak spots are? Other than "realistic sinking time" I haven't read anything that suggests realism settings would affect sinkings. If someone has modded the ship models, that would be another story. |
I take c3´s out 85% of the times with 1 torp....
depth = 2 meters, impact, right below the captains deck.. it breaks in 2 i was able to take out c2s with the same config, same spot, but i would work lets say 35-40%. |
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Additionally, if I'm firing into a convoy and am interleaving the targets, an impact shot is likely to detonate against anything it hits, thus a miss can become a hit on something else. The exception to using impact depth is when I am deliberately trying to avoid hitting a smaller ship in front. For example, in one of our missions, we had a T2-Tanker in a port, with various tugs and auxiliary craft moored beside it. I used a magnetic shot, 1m under the keel of the T2, thus completely clearing the lesser craft. The other exception is when using acoustic torpedoes against an escort. Again, 1 to 1.5m under the keel of the intended target. Depth has a fairly significant influence. You need to get it right. Furthermore, if the ship is damaged, don't forget to adjust accordingly. And even if the ship looks like it hasn't sunk too much, bear in mind that the ship is 50, 100 or 150 metres long, so your eye is tricked into thinking it's only dropped a metre in the water. Chances are it's more like 3 or 4 metres -- especially on the larger ships. |
GWX - 94% Realism.
On ANY ship, large or small - I'm 90 degree AOB and less than 1000m. Anything other than those condtions, I'm wasting a fish (Bdu counts the fish). I send one torp. at the stern and wait for the vessel to flood out. While i'm waiting - I reload the tube and manage/rest my crew. So far the most I've had to shadow a wounded vessel has a couple of hours. On convoys, I pick two good targets and 2 fish salvo each with magnetic, 1m under hull, 2 degree spreads, center shoot. Then I do the wiggle-waggle and spin it all around, that's what it's all about, yahh. Shadow wait for flooding. This method works for my play style because 1. I'm patient and enjoy watching them slowly flood out and 2. I hate motoring back to port so I try to maximize my fish usage at all costs. |
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In waters where the wind factor was 15 m/s, the above still applied. For example, a T2 Tanker's draft is 9.5 so I would set my torpedo depth at 10; for a T3, the draft is 10.7, so I would set my depth at 11.2. I just finished attacking a convoy under those conditions - winds 15 m/s and rough water. Rob |
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