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-   -   Ap shells (https://www.subsim.com/radioroom/showthread.php?t=92721)

acdc666 05-02-06 09:55 AM

Ap shells
 
Hey

I cant fire AP shells all the rest are fine but when i set it on a target it just fires HE, can anyone help?

irish1958 05-02-06 04:15 PM

ap shells
 
You don't want AP shells as they will go through thin skinned boats and not explode. The Japanese found this out in the battle of Leyte Gulf when they tried to sink the American destroyers making torpedo runs at their capital ships. Their AP shells just went through them with little damage. I don't think subs in WWII even had AP shells.
irish1958

Heibges 05-02-06 04:24 PM

Germans used AP shells to "ventillate the boat" so it would burn better. First they would use HE to mark the target, then the AP, then back to HE.

tycho102 05-02-06 04:46 PM

heh. Mark the target.

Yeah, I do that. I mark their cargo. It usually lights up pretty good. After that, I punch through the hull with a few AP's (front and aft), and then lob HE's into it.

tbarak 05-02-06 05:40 PM

I don't know if it's stupid, but I will shoot just about anything at the merchants as long as it sinks them. The gunners never use the AP shells but I'll take over the gun and use them first. I've even had to finish off a C3 once with star shells (SS)- although I can't be certain the ship was overcome by its wounds or if the SS did it.

Salvadoreno 05-02-06 06:01 PM

In GW and NYGM i am unable to fire AP shells

Heibges 05-02-06 07:50 PM

This is paraphrased from the Submarine Commanders Handbook

272. For the torpedo firing submarine, the gunnery is and remains
a minor weapon, to be used on occasion, because the use of gunnery-
openly and on the surface- runs counter to the primary purpose of
the submarine, which is the surprise underwater attack.

In accordance with this primary fact, the torpedo-firing submarine
only uses its gunnery in waging war against merchant shipping, that
is to say, for the purpose of stopping steamers, or of overcoming
the resistance of unarmed or weakly armed vessels.

273. Everytime the commander resorts to the use of gunnery, he
must bear in mind that, in wartime, almost all enemy merchant
ships are armed, and that neutral markings are not proof that the
ships thus marked are really neutral and harmless.

275. The gunnery raid should be executed at dusk, or
after dark, with all weapons at minimum range (600-1100m).
During the day, or on moonlit nights, a gunnery attack at long
range can only succeed if the enemy is poorly armed or unarmed.

1. Precise arrangements are to be made regarding method of
covering the target. Fire should be concentrated on the bridge
and superstructures, beginning with 10rds on incendiary shells,
in order to get a good aiming point from the resulting fire. The
2cm MG should only be used if there is a stoppage with the
MG-34 due to its negative effect on night vision.

2. After the type and armament of the enemy ship have been
ascertained:

aa) approach the steamer cautiously from the rear. Range according
to darkness, but in no circumstances longer than 600 to 800m.

bb) or overhaul on the limits of visibilty to postition 50 degrees to
60 degrees. Approach on a dogleg course to reach a position of 100
degrees and a range of 800m. Rudder hard over by 6 or 7 "DEZ" to
the direction of the running fight, with a slight shortening of the range.
Open fire as soon as you are on course. This method has the
advantage of a quicker passage through the danger zone, but, on the
other hand, the disadvantage of attacking from a sector which can
be better observed by the enemy.

cc) or overhaul on the limits of visibility until the narrow position is
reached, approach on a dogleg course, and manuever in such a
way such that the range in the 90 degree position in 500m to 800m.
Then open up with your guns like a bolt out of the blue, while at
the same time increasing the speed of the submarine. The submarine,
firing its guns, passes behind the stern of the enemy ship, and is in
the postion, at any moment, to shorten the range by turning towards
the enemy, or increase the range by turning away.

3. The second shot must hit the mark.

If after the first artillery attack,
enemy fire is still to be reckoned with, it is advisable to attack in short
burst (approximately 6 to 8 rounds of 8.8cm or 10.5cm, and proportionate
amounts of machine gun fire), and beat down the enemy resistance
without exposing the submarine by staying too long near the enemy.

In order to sink the ship quicker the fire should afterwards be directed
only at the bows or the stern. On an even keel, ship only sink slowly.

In carrying out the gunnery raid, a sharp lookout must be kept (IWO)
to leeward of the gunfire. In certain circumstances, it is advisable,
as soon as a certain level of effect is observed (collapse of enemy
resistance), to interrupt the attack, and to take up postion on the
other side of the enemy.

276. As soon as the gunners on the enemy merchant begin to find
the range, the uboat must turn away or submerge.

278. Hints concerning the use of gunnery.

a) before the submarine surfaces for the gunnery raid, the guncrew
must assemble in the Control Room ready for action, with all
equipment (ammunition cases open, ammuniton feed prepared),
so as to get the gun firing in the shortest time possible after
surfacing.

c) As a matter of principle, the entire guncrew, including those in
charge of the magazine, should always be strapped on while
working. The danger of falling overboard is great, and the fishing
for men who have fallen into the water wastes valuable time.

d) Ammunition is to be protected from getting we by splashes and
spray. Wet ammunition causes the bursting of cartridge cases, and
thereby, in certain circumstances, troublesome stoppages.

Ducimus 05-02-06 08:05 PM

As it pertains to SH3, exactly what is the bennfit of using AP shells? I have yet to see one that was noticeable.

Heibges 05-02-06 08:57 PM

There is no benefit.

But there are a few folks who like to play SH3 as a pure simulation, and do things exactly like they did back in the day.

Like Civil War or Revolutionary War re-enactors.

Ducimus 05-02-06 09:14 PM

Quote:

Originally Posted by Heibges
There is no benefit.

But there are a few folks who like to play SH3 as a pure simulation, and do things exactly like they did back in the day.

Like Civil War or Revolutionary War re-enactors.

Ahhh, i see.


-------------------------------------------------------
May 15, 1942, Lorient france.... U178 is resupplying for next war patrol:


Me: How goes the refitting Chief?

CE: Fine sir, the diesals are throughly checked out. Motor room is checked out. The aft torpedo room is taking a bit longer i'm afraid.

Me: Problems?

CE: That shell ate up the hull a bit. Seals need to be replaced as well as the outer doors on tubes 5 and 6. FIring mechanisms need an overhaul as well.

Me: Ahh, i see.

Me: Udo, based on last patrol what are your recomendation's for what to bring next patrol?

WO: Yes kaptian. No more crappy magnetic warheads, and those armor piecring rounds for the deck gun ist schite. It took 19 of those blasted things to sink a leaky rustbucket tugboat! We'd be better off using harsh language over a megaphone. I want to replace those with some working HE rounds instead.

Me: Agreed. Go ahead and make the neccessary arragements.

WO: (stares back with a sly smirk) Already done.

Me: *rolls eyes*

BigBadVuk 05-03-06 04:56 AM

SO no AP in GW mod right?....and Why there is AA shel for my 88mm deck gun if i cant use it against aircraft?

Tonnage_Ace 05-03-06 05:33 AM

AP rounds for the AA guns are supposed to be used against ships, not planes. Although I would suggest not using flak guns against shipping, unless you have the M42 double gun, which, by the time you get it, is too late because merchants are already armed by this point. AP rounds for the deck guns are to be used against warships, or at least, in my experience, they are quite useful when used on warships. I noticed that in the stock game, before I installed any mods, that the AI would automatically load AP shells in the gun when targetting a warship, try this yourself and you'll see. Merchants were thin skinned by warship standards, so AP shells would probably go right through them, HE are perfect, then, at penetrating one side of the ship and igniting it's 'volotaile' cargo.

Think of why we have JHP bullets and FMJ ones. JHP(jacket-hollow point) are for un-armoured targets and FMJ are for amoured ones.

rogerbo 05-03-06 06:15 AM

The AP is suposed to be used against Armored Ships so they are for the ones you don't want to make a gun battle with LOL
If you have manned the D G with your Crew and target a Military Vessel then they will load automaticaly the AP Shells EVEN in GW.
However against a Merchant the HE will be loaded.
What was the though behinde the AP shell ? It should Penetrate the Ships Armor and THEN explode some how this is not modeled in SHIII so they only make wholes in the Ships and that's it.
If they would be modeled like the real one that would be more fun as you the realy had a chance to sink a Flower with it.

CptGrayWolf 05-03-06 08:04 AM

Quote:

Originally Posted by Heibges
This is paraphrased from the Submarine Commanders Handbook

Heibges I've seen you quoting the Commanders Handbook before and also I think you follow what is written in it, I remember reading something about Hydrophone checks only between dusk to dawn etc...
But I coulnt help thinking about something, right now I'm reading Das Boot and how the 'Old Man' is basicaly mocking his notes written by C-in-C ( look pg225 ).
My point is this, ever thought that the Handbook was maybe a joke to Captains? Or if not a joke, maybe they din't follow it to the letter. I have a feeling U-boat captains were somewhat of rebels...
This is just a thought, let me know if I'm way off.

irish1958 05-03-06 08:42 AM

AP Sheels
 
Rogerbo,
AP shells won't sink a destroyer as they should go through it and leave a very small hole. Destroyers have very little or no armor. Witness the Japanese at Leyle Gulf. They lost several capital ships before they figured it out and switched to HE shells.
irish1958


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