![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Soundman
![]() Join Date: Feb 2006
Posts: 144
Downloads: 99
Uploads: 0
|
5 torpedos to sink a medium cargo
Hi folks,
I have not play the SH3 for a long time until the GWX2.0 released. After install of the GWX I load the torpedo training mission. What makes me frustrated is to sink a medium cargo needs 5 torpedos. All of them roughly hit the middle section of the ship and explode beneath the keel. ![]() |
![]() |
![]() |
![]() |
#2 |
Electrician's Mate
![]() Join Date: Jul 2007
Location: Illinois, USA
Posts: 140
Downloads: 4
Uploads: 0
|
![]()
Welcome Herr Keleun
![]() GWX changes the focus of sinking ships from simply destroying them to damage through flooding. I.E. it may have taken 5 torpedoes to blow the thing to kingdom come, but you should really only need one or two to do enough damage to flood the thing. It takes some getting used to, but you'll get it eventually. |
![]() |
![]() |
![]() |
#3 |
Torpedoman
![]() Join Date: Mar 2005
Location: Eckernförde, S-H, Germany
Posts: 113
Downloads: 3
Uploads: 0
|
![]()
Yup,
first it could last longer till a ships sinks, somwtimes over 1 hour. Second, aim at different points of the ship to open more compartments for flooding. Shooting at same place doesn`t work well in GWX. I mostly put the first eel into the bow of the ship (around halfways between bow and bridge). If this isn`t enough, a second torp into the stern. Greets Z. |
![]() |
![]() |
![]() |
#4 |
Chief of the Boat
|
![]()
Welcome aboard Kaleun schnorchel.....causing damage to different compartments is a better option. Also allow time for the flooding to take effect
![]() |
![]() |
![]() |
![]() |
#5 | |
Electrician's Mate
![]() Join Date: Jul 2007
Location: Illinois, USA
Posts: 140
Downloads: 4
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#6 |
Soundman
![]() Join Date: Feb 2006
Posts: 144
Downloads: 99
Uploads: 0
|
![]()
Hi all,
Thank u very much for ur quick reply. And in addition sorry for my poor english. The 5 torpedo really hit the the different place of the ship. I mean the 5 big hole line up at the middle section of the bottom of ship. And after the 4th torpedo hit her I wait 24 hours. but nothing happened exept the top of shipboard is more close to the sea surface. That is weird ![]() |
![]() |
![]() |
![]() |
#7 | |
Electrician's Mate
![]() Join Date: Jul 2007
Location: Illinois, USA
Posts: 140
Downloads: 4
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#8 |
Soundman
![]() Join Date: Feb 2006
Posts: 144
Downloads: 99
Uploads: 0
|
![]()
only fire 1 torpedo once.
![]() |
![]() |
![]() |
![]() |
#9 |
Electrician's Mate
![]() Join Date: Jul 2007
Location: Illinois, USA
Posts: 140
Downloads: 4
Uploads: 0
|
![]()
Hmm, my guess then is that you didnt give the torpedoes enough room to deal severe enough damage to the ship (although one would think that four is enough to blow half the hull off). Depending on where they all it, it might have just been four concentrated explosions, as opposed to a group of four spread out under the keel or hull.
Also, depending on what your angle was when you fired (if you used magnetic torpedoes, but I'm going to guess that you used inpact), your shots might have gone under the keel, and then exploded, which doesnt yeild as much damage. |
![]() |
![]() |
![]() |
#10 | |
Grey Wolf
![]() Join Date: Jan 2002
Location: Holland
Posts: 785
Downloads: 122
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#11 |
Gunner
![]() Join Date: Sep 2012
Location: Gulf of Aden dodging Catalinas.
Posts: 93
Downloads: 85
Uploads: 0
|
![]()
Morning my fellow Kaleuns.
Just hit a medium cargo heading east from Halifax on 13/4/42. Aimed shot from 600m in the fuel bunker running at 4m. AOB was 90 deg. Solid hit amidships. It just zigzagged off, lost no speed and two hours later no sign of foundering. ![]() Seriously tough ships. I only needed two to sink the Ark Royal last year.... ![]() It was in an Atlantic gale so mag keel shot was a no no. Any tips or just better to hit them forward and let them drive themselves under? ![]() Riccardo U-501 |
![]() |
![]() |
![]() |
#12 | |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
Posts: 933
Downloads: 47
Uploads: 0
|
![]() Quote:
It's been a long time since I needed more than one torpedo on a merchant of any size in rough weather. They almost always go down if you hit that sweet spot.
__________________
"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
|
![]() |
![]() |
![]() |
#13 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
Uploads: 0
|
![]()
You'd think they would be Passenger/Cargo's instead. Those are notorious to stay afloat, no matter where or how you hit them. Often suspected of carrying shipments of ping-pong-balls.
I have no other suggestions either. Aiming at the forward mast usually does the trick. Unless you have mods that changed this particular unit class. |
![]() |
![]() |
![]() |
#14 | |||||
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
|
![]()
Agree, the passenger/cargo ships seem to be the worst.
Quote:
Quote:
During convoy attacks, I'd say that about 25% of the time a single torpedo will cause the ship to explode and sink. It's both fun and sad to see a ship explode on the first hit and then see your second torpedo also plow into it. Fun for the bonus explosions, sad for the wasted torpedo. Quote:
Quote:
Quote:
If you are intentionally using magnetic pistols, you should aim about .5 meters under the target draft so that it passes closely under the target's hull. My understanding is that if you achieve a standard impact hit with the magnetic pistol on the impact pistol is what does the detonating. I believe I have read people say you can make high-angle impact shots with the magnetic pistol and it will detonate on impact anyway even though the impact pistol would not work at such glancing angles. I don't know if that is true or not. I only use the magnetic pistol when purposefully shooting under targets. I mostly use them for killing pursuing escorts with down-the-throat shots. Steve |
|||||
![]() |
![]() |
![]() |
#15 |
Captain
![]() Join Date: Apr 2014
Location: Victoria, British Columbia, Canada
Posts: 495
Downloads: 1
Uploads: 0
|
![]()
That was a theory of mine.
Some ships seemed to be more or less "indestructible". They are put there so as to make you waste your ammo by firing more shots than are strictly necessary. If you take the bait, then it's the same net effect as if you had dud torpedos (or other failures) enabled. If I have to put 3-4 torps into 1 merchant, then I conclude I was being baited and I hit "alt-f4" to quit and get my weapons back, then go off looking for an easier target. If I set 6m depth against a small/coastal merch. I can usually get 1 shot, 1 kill if aiming at the 'midships' mark. I know it's bait if that same ship can take 3 hits before sinking or blowing in half. It also seems that if you do a lot of damage in a short space of time, 2 torpedo strikes within seconds of each other, vs 3-4 separate hits over 10-15 minutes, you are more likely to sink it quickly, than let the damage control teams try to repair and restore. That is, the longer it takes you to sink it, the more likely it will be that you will have to fire another shot. ...and another...
__________________
Because I'm the captain, that's why! |
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|