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#1 |
Stowaway
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Well, most of the time, i hit a tanker with two torpedoes and she is still somewhat able to stay afloat. I have to use my deck gun to finish her. I guess i am making bad shots.
My questions are : + Where is the best place of ship to hit ? + What is the optimum depth for torpedoes ? + Does torpedo speed affect the damage it inflicts ? + Does range affect damage ? Thanks in advance for replies. |
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#2 |
Ocean Warrior
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If it was a Cimmaron class tanker that's OK.. it usually needs 2-3 torpedoes to sink..
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#3 | |
Navy Seal
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Best to hit with 2 ![]() Engine room hits (directly below the stack) can blow up the ship or cause it to stop Bow hit can cause massive flooding and sink it if the ship is going fast. Stern hit can damage props and stop the ship. Keel shots (centre) can break the ship in half If you use TDW FX mod - fire can kill the ship + What is the optimum depth for torpedoes ? Keel shots = 1-3m below the keel (use magnetic and TDWs fix) Engine shots = mid way down the ship side Top heavy capital ships can turn over with high side shots causing flooding. DDs are not to deep in the water - so near the surface for them + Does torpedo speed affect the damage it inflicts ? No - only range + Does range affect damage ? No - only speed ![]() |
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#4 | |
Ocean Warrior
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__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#5 |
Stowaway
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yeah, it was a Cimmaron Class. So, close range shots with high torpedo speed will do more damage or you were just being sarcastic ?
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#6 |
Captain
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You did not read well .. or attentively as some would say :p
Damage is NOT modified by speed or range. Speed and range are are affecting range and speed respectively. If you set it to fast, it's max range is relatively short .. if you set it to slow, it's relatively long. |
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#7 |
Machinist's Mate
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Every time I try a keel shot at those depths it goes straight under without exploding.
I usually hit tankers just behind the wheel house and let them sit, they usually go down after a bit from fire damage and flooding. Unless I want to hit and run then I put one there and one in the bow so it can sit and take on water helplessly. Everything else gets hit behind the stack and that usually takes them down with one shot. |
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#8 |
Swabbie
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Personally, I think the stock torpedoes in the game are totally understrength. I mean c'mon, 3 torpedoes to sink a 7000 ton ship? Really? Didn't Otto Kretchmer once say "One ship, one torpedo"? That's why I use the "One ship, one torpedo" mod (http://www.subsim.com/radioroom/down...o=file&id=3366); there's even a lite version incase you find the torpedoes overpowered.
As for landing keel shots, I always go to within 1 meter the ship's keel. There's also a sweet spot at or near the center of ships where if you hit that, you're certain to see that ship blow in half. In the case of a Cimmaron class tanker, that sweet spot is directly behind the forward superstructure, behind the bridge to be more precise. |
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#9 | |
Navy Seal
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#10 |
Machinist's Mate
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#11 |
Navy Seal
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#12 |
Navy Seal
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I am not discussing Kretschmer's genius here. For sure his superb strategical awareness helped him into reducing at maximum any negative factor. But you will admit that a 100% success rate (especially during the early days, when torpedoes were affected by any sort of problem), still required a good dose of luck. I have read many U-boat patrol accounts and, if not the rule, ships requiring two or even three fishes before sinking completely, were quite common.
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