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GWX3 Torpedo range and fuse questions
Hi!
Just two questions about torpedo attacks if I may. 1) If I set the torp to fast, do I have to fire from further away to allow it to arm? Is there any available information in minimum ranges of T1's including the effect speed has on this? 2) If I use the magnetic instead of impact, is there any effect on chance of detonation based on speed, assuming all else is equal? i.e. say less chance of detonation or more chance of a premature detonation if set to fast rather than slow? I had a looky around and keep finding helpful gems in the GWX manual, but this is something I haven't been able to find. Thank you for any numbers you can provide :cool: Thoroughly enjoying GWX too - I notice several people with team member sigs, so thank you to those involved for the experience. It has renewed my interest in the game which feels much richer now. |
Hi Mopy!
1.) No! Minimum distance is 300 meters/acoustic 400 meters for any speed. 2.) During approach - No! The earth's magnetic field may ignite the mag fuse independent of torpedo speed. While passing the keel a slow mag torpedo will stay there a little longer and chances may be slightly better to ignite, if the keel is moving up and down in bad weather conditions (bigger waves). |
Excellent, that clears things up nicely. Thank you :DL
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Watch out when using magnetics in rough seas though. The chance of a premature increases greatly.
Welcome aboard! :) |
aye, keel shots are always slow runners although i rarely fire em.
fast runners i only fire within 2000m, otherwise your not just fighting fuel of the torpedo but also the weather! which can hamper the ships speed and thus mean your torpedo lazily passes in front of your target ;) pete |
Only within 2000m! I have trouble hitting things at 600m :hmmm:
I can use the notepad method without a problem, but I don't think I understand the manual inputs in the F6 screen yet. Speed and range is no problem, but AOB seems to keep changing along with bearing, despite the fact I haven't touched speed or range. Nevermind, I'm sure I'll work it out. Still plenty of patrols to go yet. At least I seem to have the staying alive and evading depth charges worked out now. |
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Range and speed remain where you set them until you need to adjust them. Bearing is not set manually. It is tied in with your UZO/scope and changes as you rotate them. Hope this helps. :) |
That does help, thank you.
Just to be clear (sorry for all the questions) - when I enter range, speed and AOB, I should already be in a position to attack at the point where the the target will pass in front of me. So - if I then say, follow a course change from the target, I would have to re-enter the details on the TDC (F6) screen despite the fact range, AOB and speed would all still be correct? And - If I were floating around still on my way to my planned attack point and was not facing the correct direction yet, and at this point entered AOB of 90 degrees, when I arrived and faced the correct direction, any data entered would be useless? Finally - The bearing setting (which I understand does its thing automatically now) is attached to the sub compass, and this is the reason that AOB cannot simply be set to 90 degrees at any time, because this would ultimately skew the results if not already in the desired position? If all three of these are correct, then this is my problem. I was missing the connection of the other settings to the bearing, assuming they were independant. I have been setting AOB to 90 degrees before getting into the firing position, and wondering why on earth the bearing indicator isn't pointing at around zero degrees when I arrive at my attack location, which of courseon changing, changes AOB at the same time. This would also explain why the notepad method was getting constant hits, yet the TDC screen was not, as using the notepad I was re-calculating having arrived at my final ambush point. Think I just had a major 'duh' moment. :doh: Assuming the above is correct, I'm off to try it now. ::edit - sorry, I forgot to add. I did do a manually targeting tutorial, but only with the notepad, so I wasn't flying entirely blind. |
Try this-one of the best tutorials on manual targeting:
http://www.paulwasserman.net/SHIII/ Quote:
A course change by your sub will not change the target's actual AOB but will make the AOB setting in the TDC inaccurate and will need to be reset. The reason is if you move the scope/UZO, the bearing to target changes which changes the AOB setting automatically in the TDC. To see this, with the TDC turned on, move the scope/UZO and the setting in the TDC will change. Quote:
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I hope I have not totally confused you and have answered your questions. Feel free to ask as many questions as you want. There are a ton of people who are more than willing to answer them and may make it even clearer than I can. :) |
Thanks Sharkbit, very useful. Six consecutive single merchant sinkings from various ranges as a result. And I actually understand what's going on now, and why, which I hear can often be useful :yeah:
Thank you for all your help, and the others that answered my above questions too. The result was 80% failure rate when I started the thread -> solid success rate (6/6 ships, 12/12 torps dead on exactly where I wanted them to detonate) |
I suggest to change the torpedo depth to 3 or 3½ meters. :arrgh!:
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you'll be cursing them soon enough even in flat seas they can go off and give away your shots :x
i'll be honest i'm a big fan of the 90° angle shot, its just so much simpler anything else and i'm scratching my head! :D |
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