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-   -   Draft Height, how to use (https://www.subsim.com/radioroom/showthread.php?t=206611)

larsonboram 08-13-13 06:52 PM

Draft Height, how to use
 
Hey anybody got a proper tutorial on how to use the "Draft Height" in the torpedoes arming stage of engaging a target?

For example:

Target's draft is 29'

what torpedo setting do I set it to and how do you calculate such a estimation?

fireftr18 08-13-13 09:16 PM

The draft is the depth of the keel. So if the draft is 29', then if want the torpedo to detonate on impact, then the setting is less. If you want to use the magnetic detonator, then you want to use 30 to 35.

Aktungbby 08-14-13 01:22 AM

Quote:

Originally Posted by larsonboram (Post 2099773)
Hey anybody got a proper tutorial on how to use the "Draft Height" in the torpedoes arming stage of engaging a target?

For example:

Target's draft is 29'

what torpedo setting do I set it to and how do you calculate such a estimation?

Some of the drafts on a dido cruiser or ranger tanker (3 meters) seem inaccurate from the ship id info. also some of the large merchants show a lot of red paint above the surface line indicating not loaded and therefore not at "book" depth. In any case, when in doubt, set two feet above rated keel, preheat and LOS, to avoid run-under . More important however is placement. A liberty with a keel of 5.8 is tough bugger but when set at 5.0 and hit directly in stern or headon or obliquely in the bow (oncoming) will go under or halt and either sink or or be completely vulnerable to deck gunnery after the convoy passes. Bow-hit troopships are also vulnerable this way when under way; at anchor however a direct stern shot at 5 meters preheated generally sends'em to Davey Jones locker. The large merchants, on 90 degree shot just forward of the stack, will go down on a even keel. A bow-shot carrier at a oblique oncoming angle generally explodes and may sink by the bow (7 meters) Battle-wagons of the Elizabeth and royal sovereign take two to the bow(6meters) to drive them under when at sea but may require a finishing third shot. Battle cruisers (7 meters) go up nicely but take a second shot to finish as do the kent 3 stackers.. hope this helps. Preheat always...more bang for the reichsmark. Viel gluck kaleun ...you are tutored for SHV. PS: the hog islanders and cimmaron tankers take too many eels: if solo use the deck gun-if in a convoy ignore them and hit the freighters and ranger tankers.:arrgh!:

in_vino_vomitus 08-14-13 01:58 AM

Quote:

Originally Posted by Aktungbby (Post 2099873)
Some of the drafts on a dido cruiser or ranger tanker (3 meters) seem inaccurate from the ship id info. also some of the large merchants show a lot of red paint above the surface line indicating not loaded and therefore not at "book" depth. In any case, when in doubt, set two feet above rated keel, preheat and LOS, to avoid run-under . More important however is placement. A liberty with a keel of 5.8 is tough bugger but when set at 5.0 and hit directly in stern or headon or obliquely in the bow (oncoming) will go under or halt and either sink or or be completely vulnerable to deck gunnery after the convoy passes. Bow-hit troopships are also vulnerable this way when under way; at anchor however a direct stern shot at 5 meters preheated generally sends'em to Davey Jones locker. The large merchants, on 90 degree shot just forward of the stack, will go down on a even keel. A bow-shot carrier at a oblique oncoming angle generally explodes and may sink by the bow (7 meters) Battle-wagons of the Elizabeth and royal sovereign take two to the bow(6meters) to drive them under when at sea but may require a finishing third shot. Battle cruisers (7 meters) go up nicely but take a second shot to finish as do the kent 3 stackers.. hope this helps. Preheat always...more bang for the reichsmark. Viel gluck kaleun ...you are tutored for SHV. PS: the hog islanders and cimmaron tankers take too many eels: if solo use the deck gun-if in a convoy ignore them and hit the freighters and ranger tankers.:arrgh!:

I have to ask - What do you mean by preheat? I know u-boats had to keep their electric eels at a certain temperature to get the best performance from the battery, and I know this caused them problems - but I didn't think this was modelled in the game.


@larsonboram - If you're using mark 14s in the Pacific, then the two things you need to consider are the tendency of the fish to run deep [up to about 12'] and the tendency to prematurely detonate in heavy seas. Keel shots are preferable because they deliver maximum destructive power, but the rougher the sea, the less chance of them reaching the target.....

Anyways - I didn't think this up myself, I admit, I got it from someone on here, but I can't credit them because I've forgotten who - sorry. But in calm weather set your fish to arrive 6' above the keel - means you won't always get the keel shot, but it also means that no matter how deep it runs it's still got the best chance of detonation. In rough weather set for 12' above the keel and impact detonation. In this scenario you should try to set the shot up such that the fish impacts at an acute angle. Solution Solver is a handy tool. If you've done your homework on the target and have an accurate course, speed and range, then you could consider using the Vector Analysis attack method.....

As usual, I'm prepared to be proved wrong on this... :)

Rockin Robbins 08-14-13 09:48 AM

I set all fish to run on the surface. That will put them down about 5' for a torpedo running true and for those who run deeper than set will still not pass under a target.

There was a day when I looked up the draft, subtracted about 10' and set it there but I don't get any different results from just setting all fish to run as shallow as I can set it. That also gets me hits when I have to take a quick shot at an escort.

Aktungbby 08-14-13 10:25 AM

Quote:

Originally Posted by in_vino_vomitus (Post 2099886)
I have to ask - What do you mean by preheat? I know u-boats had to keep their electric eels at a certain temperature to get the best performance from the battery, and I know this caused them problems - but I didn't think this was modelled in the game.


@larsonboram - If you're using mark 14s in the Pacific, then the two things you need to consider are the tendency of the fish to run deep [up to about 12'] and the tendency to prematurely detonate in heavy seas. Keel shots are preferable because they deliver maximum destructive power, but the rougher the sea, the less chance of them reaching the target.....

Anyways - I didn't think this up myself, I admit, I got it from someone on here, but I can't credit them because I've forgotten who - sorry. But in calm weather set your fish to arrive 6' above the keel - means you won't always get the keel shot, but it also means that no matter how deep it runs it's still got the best chance of detonation. In rough weather set for 12' above the keel and impact detonation. In this scenario you should try to set the shot up such that the fish impacts at an acute angle. Solution Solver is a handy tool. If you've done your homework on the target and have an accurate course, speed and range, then you could consider using the Vector Analysis attack method.....

As usual, I'm prepared to be proved wrong on this... :)

Sorry just got the funkermann for morning messages: In SHV the passive skills of the eelmann are F-12 and F-11 on the keyboard. F-12 preheats the eels for noticeably bigger bang. F-11 overcharges the eels for a longerthan normal range but lowers their accuracy. :arrgh!:

Rockin Robbins 08-14-13 10:39 AM

All those arcade game kludges in what pretends to be a simulation. When I get special abilities guys in SH4UBM I toss 'em overboard. Otherwise I'll just play Borderlands 2 or Unreal Tournament III for realism.

merc4ulfate 08-14-13 09:06 PM

just remember they run 3 meters deeper than set. I run them all at the shallowest setting and normally come right under the keel and break their back

Matthiu23 10-09-16 11:30 PM

Quote:

Originally Posted by merc4ulfate (Post 2100252)
just remember they run 3 meters deeper than set. I run them all at the shallowest setting and normally come right under the keel and break their back

If you run it on the surface the crew can spot it easier. Also I don't believe setting a torpedo for the surface will arrive under keel.. that's crazy.. break the back on one shot aiming for the armor layer? Dafuq? Are you playing on easy mode?


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