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#1 |
Engineer
![]() Join Date: Feb 2014
Posts: 206
Downloads: 211
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Hi all, i'm having some difficulty getting positive hits with torpedoes during rough weather. I'm paroling a grid right off the eastern English coast and the weather for the past three in game days has been horrible (13 - 15 m/s wind, heavy seas, rain, etc).
I identified and engaged a basic sea steamer. Now, in total, i launched 4 torpedos - all four crossed the ships path but none hit. I made sure to switch to the impact pistol and set the depth to well above the draft (which was 7.3 on this ship). I set the depth to 5, 4, 3, and then 2 feet respectively and none of them hit upon crossing the ships path. I guess my question is, am i doing something wrong (in terms of torpedo settings) or is it simply not smart to engage in the more rough weather? FWIW i am using GWX. I do appreciate the help and advice. Rush Edit: I reviewed NeonSamurai's newbie guide and took his advice but nothing seems to work. I'm still having issues, it seems no matter what i do the torpedo remains too deep and passes under the keel of the boat. Even as a test case i conducted a surface torpedo attack and even set at 2m depth they ran underneath her at 1400m. The only other thing i can think is that my angle is too oblique but even then, they aren't even come close enough to the hill to impact it. The wind is ~ 10-13 m/s so i cant engage with my deck gun. Last edited by RushTheBus; 03-07-15 at 12:48 AM. |
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#2 |
Admirable Mike
Join Date: Mar 2004
Location: Canada
Posts: 1,338
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It looks like you have done it all correctly. Unfortunate luck, but duds in the early war were common. I'd say reload and wait for the weather to clear. Perhaps, to experiment, watch the torpedoes run in your little animations window. (If turned on.) You may see why they miss or if they hit. I'd still say, wait.
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Game Designer: Close The Atlantic - World War Three https://boardgamegeek.com/boardgame/...orld-war-three |
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#3 |
Sea Lord
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Please post your active mods list.
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#4 |
Engineer
![]() Join Date: Feb 2014
Posts: 206
Downloads: 211
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![]() ![]() Those are my active mods. I know that the torpedoes always go under the keel because i do have free-cam enabled and i started to follow them via that when they never hit. Thanks for the replies, hopefully my mods shed some more light on whats going on ![]() |
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#5 | |
Commander
![]() Join Date: Jun 2005
Location: Saint Lawrence Seaway
Posts: 459
Downloads: 11
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Four misses in bad weather doesn't sound so abnormal to me. But I do remember reading something about a mod (or mod conflict) that will change your torpedo depth... edit: looks like it might be your V16b1 mod http://www.subsim.com/radioroom/showthread.php?t=216945 edit again: Ok I read up on it quickly and the V16B1 mod has nothing to do with your torps passing under the keel. That mod models duds resulting from too shallow torpedo depth settings.
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![]() Thomas Voltz, U-93 VIIc, Aug 1940, at sea patrol 1 GWX3 Gold, 100% Last edited by CptGrayWolf; 03-07-15 at 10:08 AM. |
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#6 |
Engineer
![]() Join Date: Feb 2014
Posts: 206
Downloads: 211
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Thanks for looking into it GrayWolf and others (if someone else thinks my mods are the issue please post so i can correct the order or remove the problematic mod).
Its so frustrating, its my first real patrol and i wanted to take down additional cargo. I can't get on the deck gun because of the seas (a V16B1 feature). I hunted this one for like an hour and a half and set myself up. I'll keep trying, maybe ill just shadow her until the weather dies down like others have said. |
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#7 |
Commander
![]() Join Date: Jun 2005
Location: Saint Lawrence Seaway
Posts: 459
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Yup, shadow until the weather gets better. Real life U-boats could hunt a convoy for days. Patience is the name of the game
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![]() Thomas Voltz, U-93 VIIc, Aug 1940, at sea patrol 1 GWX3 Gold, 100% |
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#8 | |
Sea Lord
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At 13 m/s wind speed, 0.4*13=5.2, so any depth setting shallower than 5.2 m has a good chance of being reset to 25 m, underrunning any target. The lowest wind speed you mentioned was 13 m/s, and the deepest torpedo setting you mentioned was 5 m, which is less than the minimum safe depth to avoid this type of torpedo failure. (Be aware that hsie's patcher models other failure modes also!) So all of the torpedo firings you described had a good chance to underrun the target. Historically, of course, the early-war torpedoes also had an unreliable depth-setting mechanism. The actual run depth of the torpedo was liable to be anywhere from 0 to 2.8 m deeper than the set depth. Neither NYGM nor (AFAIK) GWX3 models this, although NYGM does have an optional add-in for SH3C which does. That adds a whole new dimension of uncertainty to an attack in heavy weather. ![]() |
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#9 |
Engineer
![]() Join Date: Feb 2014
Posts: 206
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I appreciate the explanation. I'll have to figure out the wind speed and see if that makes any difference. I guess i'm getting a bit over zealous given that its still 1939 and i haven't run into much of anything other than solo freighters.
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#10 |
Sea Lord
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Get the wind speed from your navigator. Multiply it by 0.4. Set the torpedo depth greater than that number, and you'll see a difference.
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#11 |
Sea Lord
![]() Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
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I just attacked in 15 m/s winds and noticed that of the 4 torpedoes I launched the first and the fourth one had a red line giving the estimated impact time added to the clock and the 2nd and 3rd one didn't get the red line. I had a peek with the outside view and noticed that the 3rd and 2nd one failed to keep their depth. Can someone confirm that failed eels are indicated by the lacking red line in the clock?
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[SIGPIC][/SIGPIC] NYGM+H.sie v16+Stiebler 4C+MaGui WS |
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#12 |
Engineer
![]() Join Date: Feb 2014
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I'm running with 74% realism (i know, pathetic but i'm just not there yet). I didn't get the red line but BigWalleye is right on the money. I obtained the wind speed, multiplied by .4. In my case the wind was actually higher than i estimated at 15 m/s, i set the depth for 7m and i had two of three hit (the other exploded before it would have impacted - seems to have malfunctioned).
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#13 | |
Sparky
![]() Join Date: May 2010
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SH3 - GWX3 & Commander 3.2 Realism- 43%, D.I.D. (I play with unlimited fuel and with Auto-ID targets) |
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#14 |
Sea Lord
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#15 | |
Captain
![]() Join Date: Apr 2014
Location: Victoria, British Columbia, Canada
Posts: 495
Downloads: 1
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I left unlimited fuel on because these things are insufferably slow enough as it is, and I like to travel at 4/5ths throttle whenever I can. I don't want to have to worry about the rate of consumption. I have just turned limited battery back on, to up the ante a little bit, and even that small adjustment makes a big difference in gameplay. I like to keep the exterior camera and 'god's eye mode' on, because that is an advantage the game gives me that was not available to the real captains, and I do make full (unfair) use of it. In all honesty, if I had to be fully realistic, I would not be the captain, I'd be the cook...
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Because I'm the captain, that's why! |
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