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-   -   Torpedo's bumping off (https://www.subsim.com/radioroom/showthread.php?t=111358)

Exitium 04-10-07 07:18 AM

Torpedo's bumping off
 
Bought the game last friday and started playing a bit yesterday, kinda like it. ^^ I have a problem though, my torpedo's kinda bump off the ship's hull, even in the tutorial. I tried to vary distance (0.5 to 1.5 NM), shoot while moving, let them explode on impact or magnetic and impact, vary the angle of which I shoot, etc. Still, everytime I see the movie of a torpedo bumping off the hull, had like 7 shots in a row last night. Couldn't find anything in the manual or something. What am I doing wrong? :oops:

Maraz 04-10-07 07:21 AM

Maybe you are shooting too close (300m is the minimum distance for the torpedo to arm).

Maraz

Canovaro 04-10-07 07:24 AM

Hi and welcome! :arrgh!:

Hit your target at aprox 90 degrees, at the center of the hull, and between 2 and 3 meters deep when using impact torpedoes.

When you use a megnetic, set it at 1 meter below the keel.
In the periscope view, press N to get the keel depth information of all ships.

Henri II 04-10-07 07:30 AM

Except for the occasional dud, the only reason for "bumping" I can think of is an impact at a to acute angle. The angle at which the torpedo impacts (not the angle at which it is fired) should be as close to 90° as possible, in both the horizontal and the vertical plane. Keep in mind that the hull is curved at the bow/stern as well as at the bottom, so the angle between the ship course and torpedo course is not necessary the same as between the topedo and the hull.

Exitium 04-10-07 07:41 AM

Quote:

Originally Posted by Henri II
Except for the occasional dud, the only reason for "bumping" I can think of is an impact at a to acute angle. The angle at which the torpedo impacts (not the angle at which it is fired) should be as close to 90° as possible, in both the horizontal and the vertical plane. Keep in mind that the hull is curved at the bow/stern as well as at the bottom, so the angle between the ship course and torpedo course is not necessary the same as between the topedo and the hull.

Hmm, think this might be my problem. Not sure what the depth of the torpedo is standard but changing that a bit should solve it then if this is the case?

For future kills, how can I determine what my torpedo depth should be? Guess it's keel depth - something?

Henri II 04-10-07 07:59 AM

I'm not sure if there is a hard rule on depth settings. Obviosly the torpedo should hit between the watterline and the curving part at the bottom. In calm sees even 1 m below watterline should work. In rough sees when the ship is moving up and down, you have to guess, a too shallow setting could cause a hit so far up on the hull that there will be almost no flooding, at a too deep setting the topedo will possibly just run under the ship.
Another thing to keep in mind, if you score several hits on a ship and it starts to list, it is possible that one of the holes will be raised above the water which will prevent flooding.

Platapus 04-10-07 08:12 AM

[quote=Exitium]
Quote:

Originally Posted by Henri II
For future kills, how can I determine what my torpedo depth should be? Guess it's keel depth - something?

In the recognition manual, for each ship, there is a "draft" entry. That is the depth that the ship's keel will be in relation to the water line.

As previous posters said, impact pistols should be shallow to hit the hull at 90 degrees in the verticle and as close to 90 Degrees in the horizontal.

If you are using magnetic pistols, take the ship's draft (say 7.9 meters) and add .5 to 1.5 meters) For the 7.9 meter draft I usually use 8.5.

Trying to use impact pistols near keel depth is risky as, as a previous poster said, the curvature of the hull will often make the torp bounce off.

Also, watch the minimum range. shooting at 500 meters if the ship is heading toward you may result in a less than 300 meter torp run - bong not boom

Brag 04-10-07 09:21 AM

Welcome aboard!

The previous posters covered most everything. When using magnetic: your torpedo should go one to one-and-a-half meters below the keel. It should also have a doagonal trajectory, otherwise it will explode on the opposite side of the ship.

Good hunting :up: .

danurve 04-10-07 10:58 AM

And there we have it - learning the game :up:

When I first started this game impact was my favorite mode, wound up chewing more fish but oh well.

You could also find a decent target. Save the game 1500m or so before yu fire. Return to it and experiment with different settings.

Welcome to the iron nut-house :yep:

mimik 04-10-07 12:03 PM

ah this helped me sort out a mistake i kept making when using magnetic torpedos.. i kept firing them 2 meters below keel and they never used to blow.. but magnetic torpedos work also like the impact torps.. correct me if i'm wrong!..

Quote:

Originally Posted by Brag
When using magnetic: your torpedo should go one to one-and-a-half meters below the keel. It should also have a doagonal trajectory, otherwise it will explode on the opposite side of the ship.

and i hope you meant diagonal.. coz i googled it and made a fool of myself when google asked me "do you mean diagonal".. :rotfl:

Brag 04-10-07 01:07 PM

Call the spelling police!:oops:

Foghladh_mhara 04-10-07 04:51 PM

Quote:

Originally Posted by Brag
Call the spelling police!:oops:

I'm here! Somebody reported a crime against the English language and I'm just the man to find the person what done it!

Sailor Steve 04-10-07 04:59 PM

Well, I'm just glad I'm not the only one.

Heibges 04-10-07 07:15 PM

Once the target crosses in front of me (basically going beyond 90°AOB since I approach on a perpendicular intercept course), I notice there is a much greater chance of hitting at an acute angle since the torepdo now has to chase the target instead of interecepting it.

shegeek72 04-11-07 12:19 AM

It's the generic torps that are shipped with later versions of SH3, the good ones are being ported to SH4. ;) :lol:
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