![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Seasoned Skipper
![]() Join Date: Mar 2010
Location: Canada
Posts: 651
Downloads: 282
Uploads: 0
|
![]()
I am wondering where anyone using GWX (Because ships are different from stock) torpedoes the ships they sink. (Engines, Bridge, Keel) And also if there is a ship chart showing ideal areas for the ships in GWX3. Information on this would be much appreciated.
|
![]() |
![]() |
![]() |
#2 |
中国水兵
![]() Join Date: Oct 2009
Posts: 280
Downloads: 35
Uploads: 0
|
![]()
I don't know of any charts out there that will show you the best places to hit, but I can describe them fairly well for you.
The best place to aim for, generaly speeking, is the engen room of the ship. Moastly beacouse it is in the center of the ship and that allows for more margin of error in your firing solution. The other benifits of hiting the engens is you stand a good chance of cripling the target even if you don't kill them outright; without working engens the target will just bob there for a while and you can move on to other targets and pick up the criple when you run out of other targets. There is alos a good chance to start a good old fasiond fire which will ruin their day in a hurry. The engens can generaly be found under the smoke stacks, the center one is you best bet in the case of a ship with multipul stacks. Just forward of the engen room you will find the fule bunkers. For obvious reasons this is also a good place to shoot a ship you want dead. A shot under the keel with a magnetic pistol can break the back of the ship and that is always fun. But it has the added benifit of being a dubble target zone. A clever captin can target the keel and the engen room at the same time and cause hellitious damage to a target, the fule bunker can be swaped out as well. The trick to that is to make your shot low enuf under the keel that it will cause the intended damgae there but close enuf to the ship that the explosion will damage the soft bits beond the keel as well. Generaly the "sweet spot" is .5-1.5m under the keel as described in the targeting manual in the game. Another good spot to hit a target is in the bow. It is a gamble to be sure beacouse you are aiming way out on the end of the ship and may well miss the ship all together if your solution is off by a bit. The convetional wisdom with this spot is as the bow floods it will sink lower into the water and as it dose this the ship's engens will eventualy start to push the ship into the water, like a diving sub only not so water tight. Another favorite spot of mine is the magazines on the war ships, where all the gun powder is stored. Generaly located directly below the main gun bateries these compartments aer well armord and not a garantee for a one shot kill. If, however, you crack the magazine the ship will fantasticaly explode and surely sink; looks realy neat at night. The thing to remember is to match your intended target location to the situation and the target ship. Bad weather is not conducive to the keel shot and not all ships behave the same way when shot in the same compartments. |
![]() |
![]() |
![]() |
#3 |
Grey Wolf
![]() Join Date: Nov 2009
Location: Weimar
Posts: 930
Downloads: 86
Uploads: 0
|
![]()
for me it's an easy choice:
bad wheather: bow-shots (impact) calm sea: keel-shot (magnetic) there are certain areas which are crucial, but I don't know where they really are (they differ from ship to ship).
__________________
Life, Liberty and Property! |
![]() |
![]() |
![]() |
#4 |
Seasoned Skipper
![]() Join Date: Mar 2010
Location: Canada
Posts: 651
Downloads: 282
Uploads: 0
|
![]() ![]() ![]() ![]() ![]() |
![]() |
![]() |
![]() |
#5 |
Seasoned Skipper
![]() Join Date: Mar 2010
Location: Canada
Posts: 651
Downloads: 282
Uploads: 0
|
![]()
Another thing, I usually get within 800m so my torpedoes usually hit within 5m of where I shot them. Here is an example of the chart I'm looking for:
![]() I'm currently using this one but as it's for the stock game it only has a small handfull of the ships that GWX3 uses and even then they have been changed |
![]() |
![]() |
![]() |
#6 |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
|
![]()
I'm using manual targeting, so I usually aim for the center of the ship.
Steve |
![]() |
![]() |
![]() |
#7 | |
Seasoned Skipper
![]() Join Date: Mar 2010
Location: Canada
Posts: 651
Downloads: 282
Uploads: 0
|
![]() Quote:
Using these limitations I just pulled in 80000+ tons north of ireland in a standerd 28 day patrol |
|
![]() |
![]() |
![]() |
#8 |
Ocean Warrior
![]() Join Date: Aug 2008
Location: Sheffield, England
Posts: 2,679
Downloads: 165
Uploads: 0
|
![]()
Bow shot and foreward mast is a fav spot of mine for most merchants,especially in rough sea.I will only attempt to use magnetics in calm sea and at very close range,especially when using the early primitive torpedoes.
__________________
Best Patrol: 10 merchants + HMS Nelson for 68.056 Tonnes |
![]() |
![]() |
![]() |
#9 |
Seasoned Skipper
![]() Join Date: Mar 2010
Location: Canada
Posts: 651
Downloads: 282
Uploads: 0
|
![]()
Ever since I had a magnetic arm and detenate 50m from the sub I stopped using them in storms also
|
![]() |
![]() |
![]() |
#10 |
中国水兵
![]() Join Date: Mar 2008
Location: Chelmsford, Essex
Posts: 280
Downloads: 50
Uploads: 0
|
![]()
WOW!
I was just going to ask this sort of question after I had used 3x torpedo's to sink a tanker on a recent patrol (which I've not had chance to resume yet) and had also had a really poor time, sinking nothing when I quickly played the torpedo training mission last night (shortage of time). I've been experimenting with magnetic torpedo's a fair bit recently and found amazing success against smaller targets, yet against larger, better armoured targets it seems my magnetic torpedo's are producing even less damage than one with an impact pistol ran at the waterline. another Q With manual targetting enabled, can you use the skills of the weapon's officer and get him to find you a solution - what is the purpose of using the guy in the first place? |
![]() |
![]() |
![]() |
#11 | |
Seasoned Skipper
![]() Join Date: Mar 2010
Location: Canada
Posts: 651
Downloads: 282
Uploads: 0
|
![]() Quote:
The only times I use impacts are when It's long range, or storming I use my Weapons officer to identify ships from time to time, it saves me time in an attack since I usually know what kind of ship it is anyway Last edited by pickinthebanjo; 04-15-10 at 11:45 AM. |
|
![]() |
![]() |
![]() |
#12 |
中国水兵
![]() Join Date: Oct 2009
Posts: 280
Downloads: 35
Uploads: 0
|
![]()
With manual targeting you can still use your wepons officer to figure your solutions, though that kind of defeats the perpous of manual targeting a little. He also is a wiz at identifying targets at all hours of the day and night and in any visibility conditions; good eyes on that one. When I was still figuring out all the manual targeting stuff I used him to check my work. Now that I have a solid grasp on the method I stoped using him for that, well that and beacouse the buton to get him to do it was mysteriously turned off by some mod I instaled, not sure which one.
In reality it was his job to oversee all things weapons related on the boat, in addition to aiding the captin with the selecting, identifying and generaly killing of the targets. |
![]() |
![]() |
![]() |
|
|