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-   -   Changing the default torpedo settings (https://www.subsim.com/radioroom/showthread.php?t=178552)

VONHARRIS 12-30-10 02:20 PM

Changing the default torpedo settings
 
As you already know the default configuration for TIs is slow speed and magnetic pistol.

I ,on the other hand , use them at fast speed and contact pistols. For realism reasons I don't want to change those settings on the fly during a battle. I use the TIs even at late 1944 , I find them more valuable because of their speed - especially during night attacks.

The question is : How can I set the default settings of the TIs to my liking?
Thank you

TarJak 12-30-10 05:02 PM

I don't know of a way of doing this, although I'm not sure anyone has tried it. Would be interesting to see whether it can be done.

CptLoonee 02-27-11 03:54 PM

I Can't seem to find an answer for this anywhere.

Mittelwaechter 02-27-11 04:54 PM

I do load manually and decide the type of pistol right after loading the tube - as in my homeport while leaving the bunker. I can only change it, if I take the torpedo out of the tube and reload it. Fast speed setting was not used by U-Boats - it was quite unreliable - but speed was switchable after loading the torpedo. The German Schnellboote used the fast setting 'afair'.

I use the G7a in '45 too, but due to their stand off capabilities.

There is a setting for the speed and pistol default with Skwas silent3ditor - but I can't remember the correct file right now. Will do a search these days...

Snestorm 02-28-11 08:09 AM

I set all mine to 3 meters & impact before leaving port.

Will keep my eyes open for anything in the files though.

desirableroasted 03-01-11 04:18 AM

Remember that magnetic pistols are already also set to impact (contact) settings, so there is no need to change your settings.

Of course, you still need to make a proper "impact" approach for it to work.

People say they don't like the dud/premature rates of magnetics, but I feel the bang-for-the-buck and the tactical freedom they offer far outweigh the cost of a miss.

frau kaleun 03-01-11 09:49 AM

Quote:

Originally Posted by desirableroasted (Post 1609420)
People say they don't like the dud/premature rates of magnetics, but I feel the bang-for-the-buck and the tactical freedom they offer far outweigh the cost of a miss.

:yep:

Especially if it's a ship that's big enough to be worth the expense of two eels anyway... fire them both on impact, one misses, the one that tears a hole in the side of the hull may not be enough to sink her.

But fire them both on magnetic, one's a miss/dud/preemie, and one blows up right under the keel - it's very likely that she goes down just from that without no additional 'assistance.'

Mittelwaechter 03-01-11 03:55 PM

Well, but if you're in '44 and you shoot G7aFAT or LUT from far out with hydrophones only - hunting a convoy - you will prefer to use impact pistols only. A volley of four - at 4 meters depth runs under the escorts but will hit any freighter in its way. No keel shots for unnown targets possible - and no duds due to earths magnetic anomalies.

I do it in '41 with G7a too - to have good practise in case of surviving until '44...

VONHARRIS 03-02-11 12:12 AM

I have abandoned the use of magnetic pistols on TI and TIIIs since they don't work in rough seas.
On the other hand , magnetic pistols work fine with acoustic homing torpedoes. I have never seen a Falke or a Zaukonig detonating prematurely which is very very good against escorts - if you live long enough to use them.

Mittelwaechter 03-02-11 09:29 AM

^^ I second the Falke statement.

Tessa 03-02-11 11:13 PM

Quote:

Originally Posted by VONHARRIS (Post 1610093)
I have abandoned the use of magnetic pistols on TI and TIIIs since they don't work in rough seas.
On the other hand , magnetic pistols work fine with acoustic homing torpedoes. I have never seen a Falke or a Zaukonig detonating prematurely which is very very good against escorts - if you live long enough to use them.

Making a magnetic pistol setting in rough seas is inherently unreliable due to the movement of the water. A fair amount of the time (in rough seas) I'll aim 2 or 3 m above the bottom the keel only to end up having it be a perfect magnetic shot. My goal is to hit the bottom portion of the hull but frequently it ends up going under it just the right amount and cracking the ship in half.

If a magnetic shot is impossible or highly unlikely to explode (like in a storm) aiming as low as possible results in a hit at least 90% of the time (unless of course I seriously screw up the firing solution in the TDC). For aiming at escorts acoustics are great, but not so hot against merchants for the most part. They can be good for disabling their propulsion or slowing them down enough that they drop out of the convoy, otherwise they're pretty much a waste on merchants (though as you point out the pattern running ones are great on merchants).


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