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-   -   Torpedo Tips... (https://www.subsim.com/radioroom/showthread.php?t=169777)

maillemaker 07-24-10 01:40 PM

Quote:

Right now, any part of the ship is a sweet spot, even the lavatory.
The best part is that when you hit the ship there, you can blame the explosion on the ship's cook. :DL

Steve

zxc23 07-24-10 01:44 PM

Quote:

Originally Posted by carpediemorfail (Post 1452037)
I keep getting file not found errors when I try to download this (after clicking the download link and being spammed with ads, etc). :hmmm:

Can you re-upload this please? Thanks!

Me too. I'm really interested in seeing this pdf. A reupload would be great! :DL

Jimbuna 07-24-10 03:16 PM

Quote:

Originally Posted by carpediemorfail (Post 1452037)
I keep getting file not found errors when I try to download this (after clicking the download link and being spammed with ads, etc). :hmmm:

Can you re-upload this please? Thanks!

FF is having server problems with old uploads atm but this link works:

http://www.filefront.com/17142914/shipchart.pdf/

G7eT2 07-24-10 11:21 PM

Does GWX3 model degaussing ?

I once put 7 magnetics under a battleship and only 2 exploded which was not enough for a kill.

Slightly frustrating...

Jimbuna 07-25-10 11:11 AM

No, degaussingis not modelled in as far as I am aware.

There are 'sweet' spots than can destroy a BB when hit just once, they are usually the magazines beneath the main armament turrets.

zxc23 07-25-10 11:14 AM

Quote:

Originally Posted by jimbuna (Post 1452483)
FF is having server problems with old uploads atm but this link works:

http://www.filefront.com/17142914/shipchart.pdf/

Works, thanks!!

Jimbuna 07-25-10 02:05 PM

Quote:

Originally Posted by zxc23 (Post 1452878)
Works, thanks!!


Your welcome....that one worked because I put it up just yesterday :DL

frau kaleun 07-25-10 04:04 PM

Quote:

Originally Posted by Arctic wolf (Post 1452028)
Thanks, Steve. I do have dud torpedoes enabled but haven't seen any yet. Except for my eels bouncing off the keel during my very first patrol. :O:

I didn't know I had a choice between one type and the other until reading something here. I still haven't tried manual targeting, but when I first started playing all I did was wait for the little triangle to turn green. I didn't even know I could set a depth or a speed! :88)

Quote:

Damn and all this time I was using the same depth for impact and magnetic alike lol! All my magnetic torpedoes have been used like impact :oops:. Thanks for that information frau. In calm seas, what should my depth setting be for a magnetic eel if I want it to explode right below the keel?
There is a maximum distance from a ship's hull within which a magnetic eel must pass in order for the E/M field to trigger it, but I can't remember what it is. I set mine for about 1 meter below the ship's listed draft, in calm water. In rougher water, if the ship's bouncing up and down a bit, I might set it as high as 1 meter above the draft so there's less risk of the eel passing below the ship just as a swell lifts her in the water and not getting close enough to be triggered.

If it gets so close that it hits - well, it will still be triggered so I don't care. I just want to blow a hole as far below the waterline as conditions will allow.

maillemaker 07-25-10 04:47 PM

Quote:

If it gets so close that it hits - well, it will still be triggered so I don't care. I just want to blow a hole as far below the waterline as conditions will allow.
I see what you are saying - that being close enough to hit makes it close enough to sense a magnetic field and thus detonate.

But I don't know if the game models this or not.

My impression is that if, for example, you set the torpedo to magnetic, but get the depth wrong so that it hits the curved belly of the ship, you will end up with the usual glancing-dud problem, in spite of the magnetic pistol?

Steve

frau kaleun 07-25-10 06:25 PM

Quote:

Originally Posted by maillemaker (Post 1453075)
I see what you are saying - that being close enough to hit makes it close enough to sense a magnetic field and thus detonate.

But I don't know if the game models this or not.

My impression is that if, for example, you set the torpedo to magnetic, but get the depth wrong so that it hits the curved belly of the ship, you will end up with the usual glancing-dud problem, in spite of the magnetic pistol?

Steve

I've shot magnetics from just about every angle, and at a variety of depths below the water line. I've never had one glance off due to a bad angle without detonating.

The detonation is triggered by the eel entering the ship's EM field. That's already happened by the time any actual impact occurs, and regardless of where it occurs, so as far as I can tell the detonation is by that time a done deal (aside from total duds, in which case it wouldn't matter anyway).

From what I understand, the problem with "bad angles" and impact eels is that the impact has to cause the desired physical effect on the gizmos at the front end of the torpedo, with the actual physical contact and the force generated by it pushing something down into something else so that something connects with something... er... I don't know all the technical details, obviously. :88)

But I imagine that having an impact eel strike a ship at a bad angle, would be something like trying to drive a nail into a board only instead of bringing the hammer straight down on the top of the nail, you're hitting at it from this side or that side or wherever. In order to put the nail straight into the board, the hammer has to hit it from the optimum angle. Anything else and the nail doesn't go where you want it to go.

Except in the case of a torpedo, the ship is the hammer and you've got the board with a nail in it and you're aiming the head of the nail at the hammer, trying to drive the nail straight back into the board by whacking it against the hammer at just the right angle.

With magnetics, you don't even have to make contact with the hammer - you just have to get close enough to it, and whether you make physical contact or not and from what angle you do is irrelevant.

...

...

Look, it made sense in my head when I was thinking it. :O:

G7eT2 07-25-10 07:17 PM

Sorry I cannot figure out how to quote properly, but this is from Frau Kaleun :

I've shot magnetics from just about every angle, and at a variety of depths below the water line. I've never had one glance off due to a bad angle without detonating.

The detonation is triggered by the eel entering the ship's EM field. That's already happened by the time any actual impact occurs, and regardless of where it occurs, so as far as I can tell the detonation is by that time a done deal (aside from total duds, in which case it wouldn't matter anyway).

From what I understand, the problem with "bad angles" and impact eels is that the impact has to cause the desired physical effect on the gizmos at the front end of the torpedo, with the actual physical contact and the force generated by it pushing something down into something else so that something connects with something... er... I don't know all the technical details, obviously. :88)

But I imagine that having an impact eel strike a ship at a bad angle, would be something like trying to drive a nail into a board only instead of bringing the hammer straight down on the top of the nail, you're hitting at it from this side or that side or wherever. In order to put the nail straight into the board, the hammer has to hit it from the optimum angle. Anything else and the nail doesn't go where you want it to go.

Except in the case of a torpedo, the ship is the hammer and you've got the board with a nail in it and you're aiming the head of the nail at the hammer, trying to drive the nail straight back into the board by whacking it against the hammer at just the right angle.

With magnetics, you don't even have to make contact with the hammer - you just have to get close enough to it, and whether you make physical contact or not and from what angle you do is irrelevant.

...

...


WOW :o:o:o

Now I understand why the Germans and Americans had so much trouble trying to get their torpedo pistols to work ! :yeah:



I hope you take this in the spirit intended Frau Kaleun. :salute: :yeah::yep::woot:
Normally your posts are very knowledgeable , helpful , witty and well written but I have read this one about a dozen times and well .........:o

frau kaleun 07-25-10 08:51 PM

Quote:

Originally Posted by G7eT2 (Post 1453161)
WOW :o:o:o

Now I understand why the Germans and Americans had so much trouble trying to get their magnetic pistols to work ! :yeah:



I hope you take this in the spirit intended Frau Kaleun. :salute: :yeah::yep::woot:
Normally your posts are very knowledgeable , helpful , witty and well written but I have read this one about a dozen times and well .........:o

Actually the convoluted analogy re hammers and nails had to do with angle of impact for impact pistols, which wouldn't be relevant to magnetics since they render impact unnecessary. :D

G7eT2 07-25-10 10:19 PM

Quite correct.:salute: My mistake.

Back to lurking.:up:

Arctic wolf 07-26-10 03:53 AM

Quote:

Originally Posted by frau kaleun (Post 1453050)
I didn't know I had a choice between one type and the other until reading something here. I still haven't tried manual targeting, but when I first started playing all I did was wait for the little triangle to turn green. I didn't even know I could set a depth or a speed! :88)



There is a maximum distance from a ship's hull within which a magnetic eel must pass in order for the E/M field to trigger it, but I can't remember what it is. I set mine for about 1 meter below the ship's listed draft, in calm water. In rougher water, if the ship's bouncing up and down a bit, I might set it as high as 1 meter above the draft so there's less risk of the eel passing below the ship just as a swell lifts her in the water and not getting close enough to be triggered.

If it gets so close that it hits - well, it will still be triggered so I don't care. I just want to blow a hole as far below the waterline as conditions will allow.

Thanks frau :salute: I didn't know the significance of that little triangle changing colors from red to green lol. This forum is full of knowledge! :know:

maillemaker 07-26-10 09:33 AM

Quote:

Now I understand why the Germans and Americans had so much trouble trying to get their torpedo pistols to work !
As I recall, The Americans actually had the opposite problem. Direct, head-on strikes were less likely to work than slight off-angles.

Something about the firing pin deformed too much or something with a head-on strike.

Steve


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