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How many Torpedos to sink t2 or other larger ship?
Last night I had to restart my career after having collided with a destroyer in heavy fog. (The Destroyer won, all hands lost.) :dead:
I am back in the IIb boat with five fish. I went into Hartlepool, located a T2 tanker among other goodies. I already took out two coastal merchants on the way to this port, so all I had was three torps. I lined myself up in the harbor at about 400 meters, targeted midship and fired one torp. A few seconds later, I confirmed the hit, no fire or big explosion though. I re-aimed and fired number two towards the engine room. Dud torpedo, bounced off and detinated under the ship. I then crossed my fingers and fired tube three, my last torp at the same location and changed firing pistol to magnetic. Detonated on impact and I saw a nice little fire through the scope. I then waited and watched the boat liste to one side, but would not sink. :( I was so mad I lost my experienced crew earlier I decided to risk surfacing in port and unloaded all of my AA rounds on the tanker from about 200 meters. I saw lots of nice little fires, but nothing else. After a few minutes I had a trawler aproaching and another unknown warship steaming in. Went back below the surface and crept away to base with only 2 coastal merchants to brag about. How many torps do the respective ships require to destroy? If more than one torp is needed, where should they be aimed for maximum success? Thank you for the responses in advance. :hmm: |
well im not an expert but most ships can be taken out in one shot if you get it right and have some luck. The best way ive found is in calm waters to set the torpedo depth 0.5 meters below the hull depth and aim dead centre of the ship. Another way is to wait until you can aim at the fuel bukers and go for them.
Strangly C2 and T2 seem to be a lot harder to bring down in 1 than C3s and T3s which are pretty much guarenteed if you get the fuel bunkers |
I've noticed that ships in harbor are harder to destroy then in full sea. I've sneaked into many harbors myself and always noticed the same thing, even when aiming for the right spots like fuel tanks (wich is very easy when there lying still).
I guess that the ships in harbor mostly don't carry fuel... :-? |
Too bad that there isn't a way to mod the cargo types.
e.g: Cargo = Munitions. A floating bomb. If you hit her from less than 500 m you risk damaging your boat (if on the surface) - doubt me? Read up on the great Halifax explosion Cargo = General stores. No bonus either way. Iron Ore = Heavy, slight addition to damage, due to weight. Cargo = lumber. Acts like a floatation device. Several eels needed to sink these. Avgas = Floating bomb, but not as lethal as munitions. Plenty of fire on the surface, and will light up the area around it. Oil or diesel fuel = less combustible, but will burn longer on the surface. |
lots harder to sink em with manual tdc than that stupid auto lock n shoot ive put as many as 3 torps into ships before they reluctenly went down :arrgh!:
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Could it be because they are in such shallow water that they simply rest on the bottom and can't sink any farther?
~R |
2 Fish in her and she didn't go down is "Tough Luck" :yep: ....but i feel it's pretty Real.......Most Captains in the early part of the War suffered the same feelings you did lastnight..... :know: ........It's what makes this Game GREAT!!!!! Not knowing if you sunk it or NOT!!! :dead:
Maybe you should have RAMMED IT.... :-j :rotfl: |
I'm experiment such felling's... I'm in my new career in November of 1940 and the atacks to convoys are great but I can only score 2 ship's sunk. I try the "one torpedo, on ship" but its hard to point to the fuel deposit and hit.
And my magnetic torpedos explodes in the middle of the "jorney",it's very frusttating. |
In my experience T2s have become the tootsie roll centre of a tootsie pop.
<picture an owl licking a tootsie pop> One.... Two... Three... <"crunch"> Answer: Three |
I'm with Curval - the right answer is three. No speculation, no wishy washy "depends on the situation", none of that, just "three" :).
More seriously, three seems to be my magic number. I am still new to this game but when i hear comments like "aim for this that or the other part of the ship" I am left scratching my head. I play at 100% realism, enter the data, and hope like hell that I actually hit something. My hit rate is about 50%. How I would actually go about aiming for a specific part of a moving target is utterly beyond me. One thing that I should probably be doing more of is setting the running depth a bit lower for some of the bigger targets to go for a back-breaker. |
Impact pistols against the side.... 2 if your lucky, more commonly 3.
Magnetic takes 2 torpedo's if you hit him right. (granted its more by luck) If you use magnetic and hit him as thus: Bow...............Midship.................Stern .........................x..............x......... .... But its not a sure thing, but the odds are in your favor. Direclty under the midships and closer to the engine compartment seem to be good hits. If you miss and blow his screw out from under him so much the better, hes dead in the water, take him out at your leisure. Any torpedo hit forward of midships tends to just be a wasted shot. |
If you can line up for the "perfect" shot to get the little target boxes, you can do it with one fish to the fuel bunker. I've had a lot of luck this way.
If you can't get the perfect shot lineup (more commonly), then I just count on using up a lot of fish. I tried the one torpedo, wait a few hours method to see if it just sinks really slow, but I've had C3's with the rear deck submerged that would not go down 24 hours later. I really really hate that. The only good thing about having them in that condition is that you can now get the 90 degree fuel bunker shot a lot easier. Unfortunately, the destroyers and aircraft that show up five minutes after a torpedo hit make that a little difficult... |
The C2 has 450 hit points. A torpedo has a maximum of 180 hit points (minimum is 120)
400/180 = 2.3 torpedoes 400/150 = 2.6 torpedoes 400/120 = 3.4 torpedoes As you can see, The C2 will almost always go down with 3 torpedoes regardless of where you hit it. This is the reason why you can hit a ship almost anywhere, such as only on the pointy end and it will sink after 20 odd shots. 400 HP ships... Liberty Cargo - ll Victory Cargo - vv C2 Cargo - kls C3 Cargo - nkc3 Small Tanker - otsf T2 Tanker - otmst2 T3 Tanker - otms Troop Transport - tr Landing Ship Tank - lst Passenger Liner - ppl Auxiliary Cruiser - NAXC - BrAuxCruiser Commerce Raider - NAMC - GeAuxCruiser The SimHQ Tonnage War mod will address this issue and for the most part the instant 'Enemy Ship Sunk' messages. |
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Currently a ship will not sink if it has not sunk with 5-10 minutes. Again, the SimHQ Tonnage War mod will address this. I have just started in game testing, the first ship I came across was a C2. The first 2 torpedoes hit the bow and around the 2nd & 3rd hold. The ship slowly settled by the bow and to port, but did not sink. After waiting ½ an hour the next torpedo hit around the engine room at 15.23. The ship came to a stop and rolled further to port. The C2 sank finally sank fully beneath the surface ½ an hour later at 15.55, and this is the time the NA call it sunk. I have had ships take 90 minutes to be sunk after being hit and with no furhter intervention. |
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What works for me: Aim for the sweet spot just in front of the funnels and; I'd say a 60-70 % chance to sink a T2/T3/C2/C3 with only one eel. I try to get close to the target and then fire one, when it is about 15 degrees left or right from a 90 degree shot....If the first torp doesn't finish him off, I still have enough time to fire a second and a maybe even a third eel.. And yes, there is always the odd ship that doesn't go down after a couple of nicely placed hits! Those are costly victims.... |
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