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Under keel or into the ship...
Hey guys a quick question.
To date I fire all of my eels under the keel, .5 or 1 meter, to good results. I have come across a site that uses the ships week spots, but they fire their torpedo's with a dept of 3 meters. Is there a major diff between the under keel shot an a impact shot? I know that IRL, a under keel shot is more mean to push the explosion up into the ship. Water does not compress so the explosion seeks the path of least resistance, the ships hull, thus pushing the explosion INTO the ship and causing major damage. Im guessing an impact torpedo does the same, but with a shape-charge effect, where the explosion is pushed into the ship. So what have you guys found to be better? Under keel or impact? I am also starting to target the ship's weak spots. Before I would just shoot at the 1st quarter of the ship and let the forward momentum of the ship push water into the compartment. |
I generally use impact exclusively in the early part of the war,and also in turbulent seas because magnetics have a tendency to prematurely detonate due to the current activating the sensitive warhead.
Magnetics are great for large ships and I reckon battleships,because you will want to cause massive damage as soon as possible in the latter case.And you are right about the force involved with mags,it is vented UP into the ship potentially breaking its back. Like you ,I also prefer shots aimed at the ship's bow section allowing for forward momentum to HOPEFULLY cause the ship to flood. |
If you've gort the realistic torpedo setting enabled use impact until mid to late 41....otherwise magnetic (other than in heavy seas) because they tend to create more damage and are not dependant on angle on bow parameters.
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I've got a Self Imposed Restriction. No changing the trigger once it's in the tube.
(They'd have to pull it partialy out to do this). Partly due to this I keep everything set to impact. Other reasons: Impact is more reliable. I can set, and leave, my depth setting at 3 Meters. BDU forbid use of magnetics for a time. In a convoy situation I don't want to spend time setting depths. A further reason: SH3 magnetics seem to have a very high success rate against warships. The reality is ALL USN warships did and do undergo degausing (demagnification). (Helpful against magnetic mines, as well as torpedoes). I would have to assume that all RN warships underwent the same treatment. |
I use G7a with magnetic pistol under the keel, with few exceptions in very rough sea. It is by far the most effective way to sink a ship as I see it. Generally you don't need to aim for a specific spot on the ship - though it helps if you do - cause it almost always make sufficient damage anyway. You've got a lot more opportunities too, since you can hit a ship in any angle.
The rumors about the magnetic being error prone are way overated, if you look at the effectiveness they've got. |
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In reality the Germans had MAJOR problems with their torpedoes in the beginning,duds were apparently a nightmare :nope:
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faulty depth keeping. |
In reality war sucks!
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So keep it magnetic and dont worry "too" much about where I hit it. As stated earlier, I do like to hit the first 3rd of the ship and let the ships inertia help with the flooding of the compartment. Do I still keep a high percentage to get a one shot kill by using magnetic under the keel while aiming for the fuel tank / Ammo Storage or are those one BIG explosions only the domain of impact torpedoes?
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How would one do damage control on a hole the size of a house IN THE BOTTOM OF A SHIP? |
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"captain! we are going down,FAST!" "we are?,how did this happen?!" "sir,we have no bottom to our ship" "...s##t" "shall we start with repairs sir?" "yes,go and get the bandages from my first aid box" edit: "and see Frau Kaleun on your way ,she has some duct tape" |
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