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

Seminole 07-27-10 08:33 PM

For What it is Worth: I kept track in my current career and can now say that on July 27,1940 the magnetic detanators work and the torpedoes do not run deeper than set.

This may not be the etched in stone date. I wasn't able to sink a ship every day on patrol you see. So it may be a few days earlier. Even a week or two but this date does fit the discription I read....sometime after the Norway Campaign.

I did manage to sink two ships on the 27th. One with the pistol alone and the other with torpedo set to maximum listed target keel depth. Both worked fine. :up:...and have always worked afterward. I'm now into October 1940. (this in itself is strange asI play with duds enabled and almost never see one after the first patrol)


In future careers I'll stick with 0 depth and impact only...until this date.

twblackeagle 07-30-10 04:35 PM

torpedo efficiency
 
Try setting your mark (aiming point) about 30meters aft of the target's bow. On larger ships underway inflowing seas from the hull's damaged section tends to flood the bows and drive the target awash, then under.
Guten Tag.

Oberleutant Z. S. Rolfe Hass

Quote:

Originally Posted by jasonbirder (Post 1396129)
Newbie on deck :-) So apologies if you've heard it a hundred times before...
An probably won't be the last question I ask either...

I'm playing SH3 with GWX 3.0 and most of the realism options on (no manual targeting yet...I'm at 84%) so I don't learn any bad habits...

I'm training myself up by playing the convoy attack and torpedo training missions...

One thing I'm struggling with is the number of hits I need to obtain to sink a ship...
Medium Cargo for example normally takes 3 fish...a Small Tanker 2 or 3...

I'm going for under the keel hits at draught + 0.5M in calm seas and hitting under the smoke stacks...

Is it right that I need multiple hits...or is there something I should be doing to break the backs of these merchants?

Many Thanks!


twblackeagle 07-30-10 04:43 PM

depth reconfig
 
Guten Tag!

I'm contemplating my 20th SH3 GWX mission in a XXI.
I know this is off your topic, but I don't know how to go about connecting with someone on this question:
Depth capability for this Uboat type is deeper than the game's default 260m.
Is there a way to change the depth setting to say, 282m - this boat's theoretical limit? Running at this depth should theoretically put the Type XXI deeper than the 900 foot Hedge Hog design depth limit.

Thanks for considering a response!

Oberleutant Z. S. Rolfe Hass

Quote:

Originally Posted by Seminole (Post 1454608)
For What it is Worth: I kept track in my current career and can now say that on July 27,1940 the magnetic detanators work and the torpedoes do not run deeper than set.

This may not be the etched in stone date. I wasn't able to sink a ship every day on patrol you see. So it may be a few days earlier. Even a week or two but this date does fit the discription I read....sometime after the Norway Campaign.

I did manage to sink two ships on the 27th. One with the pistol alone and the other with torpedo set to maximum listed target keel depth. Both worked fine. :up:...and have always worked afterward. I'm now into October 1940. (this in itself is strange asI play with duds enabled and almost never see one after the first patrol)


In future careers I'll stick with 0 depth and impact only...until this date.


twblackeagle 07-30-10 04:55 PM

Past History with Sub Sim
 
Guten Abend Frau Kaleun:

It's been over a year since I've taken time to have a look at Sub Sim.
Back when I think I recall your reporting being in a XI D-2, and having amassed over 20,000 renoun. It would be fun to compare career notes with you.

I'm about to embark on our 20th mission in a XXI, and have a question in mind.

Over and out.

Oberleutant Z S Rolfe Hass

Quote:

Originally Posted by frau kaleun (Post 1396163)
Also if you have "realistic sinking times" checked in your realism options, it will take longer for ships to sink (and for you to get confirmation of same). Sometimes it's not a matter of putting additional eels into them, but of having the patience to wait and see if the hits you already got did in fact do enough damage.

I've gotten impatient a few times and lined up a second or third shot on a ship only to get the "She's going down" message just as I hit the Fire button. :damn:

In the torpedo training mission I eventually got into the habit of putting one well-placed eel into each ship (or two at most for bigger ships) and then moving on to the next target. Lots of times the ships I'd already hit once would sink while I was busy lining up to attack the others. If not, I'd at least done enough damage to slow them down or leave them dead in the water and then if necessary I could go back and finish them off at my leisure.

In the convoy mission you can do this as well and then finish them off with the guns if you run out of eels.


frau kaleun 07-30-10 08:09 PM

Quote:

Originally Posted by twblackeagle (Post 1456567)
Guten Abend Frau Kaleun:

It's been over a year since I've taken time to have a look at Sub Sim.
Back when I think I recall your reporting being in a XI D-2, and having amassed over 20,000 renoun. It would be fun to compare career notes with you.

I'm about to embark on our 20th mission in a XXI, and have a question in mind.

Over and out.

Oberleutant Z S Rolfe Hass

Guten abend!

Actually I have yet to play a career in anything but a VIIB. I'm currently at the beginning of my 8th patrol with the 2nd Flotilla out of Wilhelmshaven, as Kptlt Kurt Dennert of U-57, July 1940. We have 200k+ GRT to our credit so far, and I received my Oak Leaves after sinking the HMS Warspite while defending Narvik back in April.

I may upgrade to a VIIC when one becomes available, but I confess I've grown attached to my VIIB. She's been a fine old boat and gotten us out of more than one tight spot over the past couple of months. Right now I'm just hoping we'll survive long enough to see one of those French ports everyone's all in a tizzy about. :yeah:

Sandman_28054 08-04-10 07:10 AM

Quote:

Originally Posted by jimbuna (Post 1449765)
Here's the chart:

http://www.filefront.com/13792872/shipchart.pdf

Green = Propulsion
Purple = Magazine
Yellow = Machinery
Red = Fuel
Blue = Keel/Bunker

IIRC :hmmm:

Wasn't there a rec manual with these "sweet spots" outlined?

Jimbuna 08-10-10 06:13 PM

Quote:

Originally Posted by Sandman_28054 (Post 1459522)
Wasn't there a rec manual with these "sweet spots" outlined?

I honestly can't remember :hmmm:

K-61 08-10-10 08:33 PM

The Germans suffered a number of problems with their torpedoes. One was the torpedo running deeper than set. I believe they found the cause to be related to the internal pressure of the U-boat itself. Over time, air pressure builds up inside a U-boat, due to the many tiny leaks in the air lines. Over time, a significant amount of escaped air will build up pressure inside a submerged U-boat, and this increased air pressure affected the depth keeping mechanism. This is the reason why the hatches on a submerged U-boat spring open when unlatched. You may see this in the film, Das Boot. One reason why that film is the Holy Grail of submarine films is because it gets 1,001 tiny details correct, unlike that dog's puke of a film known as U-571.

Another problem was with the magnetic pistols, as discussed here. The reason why the Norway campaign brought this to light is because so many magnetic pistols malfunctioned. Later study brought the cause to light: the high content of iron ore in the seabed of the North Sea affected the magnetic pistols.

Between the two causes above, many ships survived which otherwise would have been hit.

The reason why some impact pistols fail to detonate is because they do not actually hit the hull. The feelers at the tip of the torpedo have to strike the hull and be pressed down to detonate. A torpedo striking at a less than optimal angle runs the risk of the feelers not actually hitting the hull. Instead, the rounded portion of the torpedo head hits and the torpedo fails to explode.

Weiss Pinguin 08-10-10 09:00 PM

Quote:

Originally Posted by Sandman_28054 (Post 1459522)
Wasn't there a rec manual with these "sweet spots" outlined?

I think the stock manual has one if you're playing with easy targeting enabled. :hmmm: You'll want to take that with a grain of salt though.

Arctic wolf 08-11-10 09:40 AM

I got a noob request here. :oops: I think I am ready to start trying manual plotting and targeting. I've seen a couple of targeting/navigating mods around here. Could anyone give me the names and links of the 'must haves' for manual targeting/plotting?

Thanks in advance! :salute:

rohan2302 03-09-12 07:36 PM

I am in septmeber 1941 but i don't have the t3 and Fat1 torpedoes available! the weapons upgrade screen shows they are availabe by mid 1941. I found this info in the file basic.cfg :

[TORPEDO_TYPE1];T I FaT I (G7a)
Idx=1
Year=1942
Month=10
PrototypeYear=1941
PrototypeMonth=5
Renown=100

[TORPEDO_TYPE3];T III (G7e)
Idx=3
Year=1942
Month=6
PrototypeYear=1941
PrototypeMonth=5
Renown=0

Does this mean they are only available from 1942 onwards?

reignofdeath 03-09-12 11:47 PM

Quote:

Originally Posted by jimbuna (Post 1464419)
I honestly can't remember :hmmm:

Tis a PDF file that I downloaded a while a go from Convaros Document files (Great reference materials, seriously, everything from ship recs to maps to tactics)

And in GWX 3 I BELIEVE when you line up a perfect 90* shot within 2* or so and and look at your notepad when you lock on, you will see the colors and be able to click on them to auto aim there. That is if you have lock enabled. Man its been too long since Ive played, Im ordering a beast laptop soon and soon Ill be able to play GWX, Sh4 and Sh5 finally and a multitude of other games to occupy my time :yeah:

Jimbuna 03-10-12 09:51 AM

Quote:

Originally Posted by USNSRCaseySmith (Post 1852795)
Tis a PDF file that I downloaded a while a go from Convaros Document files (Great reference materials, seriously, everything from ship recs to maps to tactics)

And in GWX 3 I BELIEVE when you line up a perfect 90* shot within 2* or so and and look at your notepad when you lock on, you will see the colors and be able to click on them to auto aim there. That is if you have lock enabled. Man its been too long since Ive played, Im ordering a beast laptop soon and soon Ill be able to play GWX, Sh4 and Sh5 finally and a multitude of other games to occupy my time :yeah:

Ah, yes :yep:


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