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-   -   5 torpedos to sink a medium cargo (https://www.subsim.com/radioroom/showthread.php?t=129023)

schnorchel 01-15-08 11:10 AM

5 torpedos to sink a medium cargo
 
Hi folks,


I have not play the SH3 for a long time until the GWX2.0 released. After install of the GWX I load the torpedo training mission. What makes me frustrated is to sink a medium cargo needs 5 torpedos. All of them roughly hit the middle section of the ship and explode beneath the keel.:damn: I wonder how could it be? Does anyone know some MOD can change the cargo ships vulnerability? Thanks!

Sigurd 01-15-08 11:15 AM

Welcome Herr Keleun :up:

GWX changes the focus of sinking ships from simply destroying them to damage through flooding. I.E. it may have taken 5 torpedoes to blow the thing to kingdom come, but you should really only need one or two to do enough damage to flood the thing. It takes some getting used to, but you'll get it eventually.

Zakalwe 01-15-08 11:22 AM

Yup,

first it could last longer till a ships sinks, somwtimes over 1 hour.

Second, aim at different points of the ship to open more compartments for flooding. Shooting at same place doesn`t work well in GWX.

I mostly put the first eel into the bow of the ship (around halfways between bow and bridge). If this isn`t enough, a second torp into the stern.

Greets

Z.

Jimbuna 01-15-08 11:28 AM

Welcome aboard Kaleun schnorchel.....causing damage to different compartments is a better option. Also allow time for the flooding to take effect :arrgh!:

Sigurd 01-15-08 11:31 AM

Quote:

Originally Posted by Zakalwe
I mostly put the first eel into the bow of the ship (around halfways between bow and bridge). If this isn`t enough, a second torp into the stern.

I usually follow a different tactic in my patrols, especially if I see convoys. I try to hit near the stern first (where I estimate the engine room to be), so they slow down or stop, to make easy pickings later. If it is a convoy, then all I need to do is dodge the destroyers, and when they leave, I have a few merchants and tankers ready to be picked off.

schnorchel 01-15-08 11:32 AM

Hi all,

Thank u very much for ur quick reply. And in addition sorry for my poor english. The 5 torpedo really hit the the different place of the ship. I mean the 5 big hole line up at the middle section of the bottom of ship. And after the 4th torpedo hit her I wait 24 hours. but nothing happened exept the top of shipboard is more close to the sea surface. That is weird:damn:

Sigurd 01-15-08 11:35 AM

Quote:

Originally Posted by schnorchel
Hi all,

Thank u very much for ur quick reply. And in addition sorry for my poor english. The 5 torpedo really hit the the different place of the ship. I mean the 5 big hole line up at the middle section of the bottom of ship. And after the 4th torpedo hit her I wait 24 hours. but nothing happened exept the top of shipboard is more close to the sea surface. That is weird:damn:

Hmm, that is a bit strange. Did you fire a salvo, or was it a single shot?

schnorchel 01-15-08 11:39 AM

only fire 1 torpedo once.:doh:

Sigurd 01-15-08 11:46 AM

Hmm, my guess then is that you didnt give the torpedoes enough room to deal severe enough damage to the ship (although one would think that four is enough to blow half the hull off). Depending on where they all it, it might have just been four concentrated explosions, as opposed to a group of four spread out under the keel or hull.

Also, depending on what your angle was when you fired (if you used magnetic torpedoes, but I'm going to guess that you used inpact), your shots might have gone under the keel, and then exploded, which doesnt yeild as much damage.

panzer 49th 01-15-08 11:49 AM

5 torpedos to sink a medium cargo? that is weird even with GWX

Hanomag 01-15-08 12:01 PM

Welcome Herr Kaluen,


One to two eels is all you really need for most merchant vessels then just hang around and watch the speed drop 6knots...5....4...3...2...1.. Glub! Glub! :up:

Some bigger ships may require more...

schnorchel 01-15-08 12:08 PM

Sigurd,

I do use megnatic. all of this 5 torpedo are megnatic. But some torpedo do not explode just under the central line of the keel but pass by it and explode on the other side of the ship. but oerall it still very close to the central line. the torpedos depth setting is 1 meter deeper than the ships draft. But via the external view I can see the torpedo is very close to the kneel. I think maybe this is because in history early germany torpedo has depth setting problem.

mcf1 01-15-08 12:18 PM

That reminds me one patrol when i first got SH3 (stock no mods).
I found a lone C3 and decided to engage with torpedoes because of the stormy weather. From a distance of about 700m and AOB 90 degrees i fired 2 torps aiming for the middle of the ship with the pistol set for impact of course.Both struck it and it got on fire so i waited for it to sink but nothing so i launched another torp and still no kill at the end it sunk after 5 hits. I got mad spending 5 torps for a C3 and reloaded my last save. :damn:

Sigurd 01-15-08 12:19 PM

Quote:

Originally Posted by schnorchel
Sigurd,

I do use megnatic. all of this 5 torpedo are megnatic. But some torpedo do not explode just under the central line of the keel but pass by it and explode on the other side of the ship. but oerall it still very close to the central line. the torpedos depth setting is 1 meter deeper than the ships draft. But via the external view I can see the torpedo is very close to the kneel. I think maybe this is because in history early germany torpedo has depth setting problem.

Ok, I think I see the problem then. From what youre describing, you were near an AOB of 90 degrees (i'm guessing), so since you were using Magnetics, they passed completely under the keel before exploding, and only did minimal damage, since they didnt fully explode under the ship (the explosion would be sent away from the ship, and probably only catch a small portion of the keel). Since you didnt do as much damage to ship, it took more to damage enough to sink.

I've had it happen a few times to me (including on a large tanker in poor weather with no more torpedoes). AOBs near 90 degrees are better treated with shots hitting the hull of the ship, rather then going under the keel (which are better left to poor AOBs). The reasoning is that the magnetic torpedoes need to sense the metal above it. If you give it only 1.5m, it will arm and detonate after it has moved out from under the keel. If I were to venture a rough guess, I'd say AOBs greater then about... 70 or so should be Impact (or hitting the hull). Less then 70 should be Magnetic. If any more experienced players have better results, please post them.

schnorchel 01-15-08 12:27 PM

Quote:

Originally Posted by Sigurd
Quote:

Originally Posted by schnorchel
Sigurd,

I do use megnatic. all of this 5 torpedo are megnatic. But some torpedo do not explode just under the central line of the keel but pass by it and explode on the other side of the ship. but oerall it still very close to the central line. the torpedos depth setting is 1 meter deeper than the ships draft. But via the external view I can see the torpedo is very close to the kneel. I think maybe this is because in history early germany torpedo has depth setting problem.

Ok, I think I see the problem then. From what youre describing, you were near an AOB of 90 degrees (i'm guessing), so since you were using Magnetics, they passed completely under the keel before exploding, and only did minimal damage, since they didnt fully explode under the ship (the explosion would be sent away from the ship, and probably only catch a small portion of the keel). Since you didnt do as much damage to ship, it took more to damage enough to sink.

I've had it happen a few times to me (including on a large tanker in poor weather with no more torpedoes). AOBs near 90 degrees are better treated with shots hitting the hull of the ship, rather then going under the keel (which are better left to poor AOBs). The reasoning is that the magnetic torpedoes need to sense the metal above it. If you give it only 1.5m, it will arm and detonate after it has moved out from under the keel. If I were to venture a rough guess, I'd say AOBs greater then about... 70 or so should be Impact (or hitting the hull). Less then 70 should be Magnetic. If any more experienced players have better results, please post them.


Ok! Thanks for you comments. :up: I will try the way just as you advised. Need to go to bed now 1:30 AM at my location.:D

MarkShot 01-15-08 01:28 PM

Okay, so there is no immediate feedback that a target is history?

So, what do most people do then, just put two fish into something and leave it be?

If it takes one or two hours for it to go down and you have sailed off will you still receive credit or do you need to maintain a certain range?

What about the deck gun? Just aim for the waterline or try to start fires on deck?

Final question: I am confused on to fish settings. Should I go impact or magnetic? Should I set depth to hit the hull or go with magnetic and pass underneath?

Thanks.

Heibges 01-15-08 01:37 PM

Quote:

Originally Posted by mcf1
That reminds me one patrol when i first got SH3 (stock no mods).
I found a lone C3 and decided to engage with torpedoes because of the stormy weather. From a distance of about 700m and AOB 90 degrees i fired 2 torps aiming for the middle of the ship with the pistol set for impact of course.Both struck it and it got on fire so i waited for it to sink but nothing so i launched another torp and still no kill at the end it sunk after 5 hits. I got mad spending 5 torps for a C3 and reloaded my last save. :damn:

I think it was the C2 that was hard to sink in stock.

I think the Medium Cargo is based on the C2.

There must be something funny about that ship. But I have sank them with 1 magnetic torpedo also.

rik007 01-15-08 01:57 PM

Quote:

Originally Posted by schnorchel
Hi folks,


I have not play the SH3 for a long time until the GWX2.0 released. After install of the GWX I load the torpedo training mission. What makes me frustrated is to sink a medium cargo needs 5 torpedos. All of them roughly hit the middle section of the ship and explode beneath the keel.:damn: I wonder how could it be? Does anyone know some MOD can change the cargo ships vulnerability? Thanks!

Except for all these tips I can add that I read in Bernard Edwards book "Donitz and the Wolf Pack" that it once took seven torps to sink a ship. Of course an exception but ships carrying wood do have an advantage...

rulle34 01-15-08 02:12 PM

Quote:

Originally Posted by Heibges
I think it was the C2 that was hard to sink in stock.

I think the Medium Cargo is based on the C2.

There must be something funny about that ship. But I have sank them with 1 magnetic torpedo also.

I agree with this.
I have always consider the "C2 medium cargo" difficult to sink

bigboywooly 01-15-08 03:39 PM

Quote:

Originally Posted by MarkShot
Okay, so there is no immediate feedback that a target is history?

So, what do most people do then, just put two fish into something and leave it be?

If it takes one or two hours for it to go down and you have sailed off will you still receive credit or do you need to maintain a certain range?

What about the deck gun? Just aim for the waterline or try to start fires on deck?

Final question: I am confused on to fish settings. Should I go impact or magnetic? Should I set depth to hit the hull or go with magnetic and pass underneath?

Thanks.

Sometimes you will get feedback and the ship will still be afloat
Matters not as you have the message so you can leave

A drop in speed is usually a good indication IF it will sink
May still stay afloat even when stopped though - you can leave but if you move over 50km away the ship leaves your rendering area so will respawn as a healthy unit

Below water is the best place - starting fires on deck will reduce the hitpoints on a ship but below waterline shots will also increase flooding

Magnetics should be around a meter BELOW the keel
Of course in rough weather thats not always easy to do and in rough weather mags tend to explode prematurely more often


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