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I aim torpedos as individual shots which is how many skippers did it, avoids having to use the stupid spread knob.
Say target is right in front of you at bearing 350-0 or 10-0...depending on which way they are traveling.If on manual targeting move scope over middle of target, click the send bearing range to TDC button and fire right away.Then move the scope to the forward goal mast...send new bearing, fire again, then move scope to aft mast or stack, send new bearing fire again.If on auto target, all you have to do is place the crosshairs on the part of the ship and hit fire button.
Three fish this way to a mid sized merchants or warships is usually plenty to sink it.Now, that is just my SOP but there are variables.Tankers usually blow up real nice if you put one after under their stack.
Also, in earlier war due to torpedo failures such as duds, prematures and deep runners, best to fire a salvo...for a worthy target say a merchant of 3000+ tons, I fire four fish...once you hit mid 43 and on you can fire less because torpedos are generally reliable.So, fire two to middle of target, set a diffferent depths.Then one forward and one aft.This also covers the target in case he makes an evasive manuver.
A key part of sinking a ship depends on its cargo.I learned this looking in he ME, the loadouts are controlled there.Merchants have internal and external cargo...internal cargo is always going to be freight, fuel or ammo.External cargo can range from oil drums to trucks, tanks, planes, ammo crates, freight crates etc.
Prob 60 % of ships by default are loaded out with internal and external freight...these are ships that blow up normal.Now, if you ever bring down a 8000 ton merchant with one fish that went up in a ball of fire, its because he was loaded with ammo internally or externally or both.
Tankers only have "internal" cargo you can set to fuel, freight or ammo.Now, if they have fuel and you hit them, they light up like a christmas tree.Same with Ammo.Freight, they react "normally"
Also, I have found one of the best depth is to set it 3 feet(shallow as possible) ...a good hit right at waterline is highly effective and also guarantees a hit in early war when torpedos ran 10-12 feet deep typically.Real life skippers began doing this with great success.Problem is in rough seas, if using magnetic detonators, they are more likely to prematurely explode when running so shallow.You switch to contact only(couldnt do that on a whim in real life) but youll prob just get a dud most of the time before mid 43.Aggravating eh? Imagine dealing with that crap for real.
Every situation has variables and you have to adapt.
One more note, when firing at off angles which you have to do sometimes due to escorts etc...say target is not right in front of you...is at bearing 340...best to just set for different depths and aim for middle of target...it works just fine.I do this often in night surface attacks when its too dark to see and aim individual shots with the TBT.In a submerged scope attack and youc an see the target, aiming individual shots works well and adds to realism since thats how many skippers did it.good luck.
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