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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Mate
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I was wondering why it takes more than 1 torpedo to sink a ship? ie, won't a big gaping hole at the side of a ship below the waterline == bye bye ship?
I can understand firing more than 1 torp to guarantee a hit or make the ship sink faster, but if you got mad torp skills, can you kill a medium-sized ship with one torp? Or maybe a warship with two? |
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#2 |
Ace of the Deep
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Ahoy Icy,
There are various reasons for one torpedo not sinking a Medium sized merchant, both game reasons and historical/physical ones. Anyway, there's a mod (as always) that you can load up that deals with sinking ships with one fish. It comes with two strength values so you can choose that as well. It is called "One ship, One torpedo V1.00" and it can be found in the mods forum or the downloads section. I use this from time to time and it works great. The cool thing is, it's not overblown. That is there is still a chance with the large ships that you'll still have to sink it with two. One more thing, sometimes you can put a fish into a merchant and it doesn't sink right away. I've hung out for a time and the ship does sink, it just takes 15 bloody minutes. Good Luck and Good Hunting (Gute Jagd) Herr Kaleun D40
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Dogfish40 |
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#3 |
Mate
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Thank you for that info sir!
However, I wonder what is historically accurate? Did old sub captains really fire off two or more torps at a time? Do you really need more than one torp to sink a ship? I apologize if these are basic questions and I appreciate any info. |
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#4 | |
Eternal Patrol
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The Americans commonly fired a three-torpedo spread at each ship, because they had six tubes forward and could do it twice before reloading. The Germans varied from captain to captain, some firing full four-torpedo spreads, some firing two at a time, and some prefering to risk missing by only firing one.
As for how many it takes to sink a ship, you should read the story of USS Whale: Quote:
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#5 |
Ocean Warrior
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Simulated water-tight doors will keep it afloat longer.
![]() Actually small Tramp Steamers are prone to sink with one torpedo. Larger ships will need 2 or more. To me the 1 Torpedo mod is a bit of a cheat. That's just my opinion tho.
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#6 |
Mate
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I am sure that is an extreme example though, Sailor Steve!
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#7 | |
Ace of the Deep
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Good Hunting ![]()
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Dogfish40 |
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#8 |
Samurai Navy
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I have not played SH5 extensivly yet.......but had a couple of questions reguarding ship damage from torpedos (from different MODS if they model this). I'm a firm believer in the the one Trop per ship theory when firing at a convoy. Scoring a hit would leave one to believe that if the ship did not sink....it would at least slow it down and force it out of the convoy due to flooding/drag. Historically this would happen and the wounded duck would most likely be picked off once it left the protection of the convoy. Rough Seas and bad weather would cause some undamaged ships to lose contact with the convoy as well ....becoming easy prey for lurking uboats. Is this moddled/modded at all? I know there was a time in SH3 that you would hit a ship in a 10-14 knot convoy...and it would keep on trucking with the convoy with a list and fire to boot.
I do like the fact that some ships take more time to sink.......dont like that I get the sunk message prior to most of the ship being underwater. Again I have yet to engage a real convoy yet... (just two unescorted 4 ship convoys in 39)...so im just looking for some info. Running these MODS right now: TDW New UI's, IRAI, OHII (and one more i cant remember cause its on my home computer)
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#9 |
Eternal Patrol
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Of course it is, but you expressed the opinion that one torpedo should sink a ship. Often it is, but if you have a look through here http://uboat.net/allies/merchants/listing.php you'll see that many times they had to give them the coup-de-grace, and sometimes more than one. some ships sank in minutes and others took hours, or even days. There were ships that didn't sink at all, and were salvaged by the crew and managed to reach shore.
I could have just said that you shouldn't expect to sink a ship with one torpedo, but I prefer to give facts and examples.
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#10 |
Mate
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Yes, thanks for clarifying and giving a great example!
I do understand some ships go down straight away, some take minutes, hours, days, some even so slow that they make it back to port. I guess I was wondering, on average, assuming a solid hit on a ship, one torp should cause enough damage to either sink it or at least allow the sub to finish it off with the deck gun, yes? I am only concerned since I notice the sub carries only a few torps and so wanted to make the most use out of them --- not firing two if/when one can do the job. |
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#11 |
Eternal Patrol
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With experience you'll begin to get a feel for the different ships and what is required to sink them. In general it depends on size, but you'll also start to sense the art of it, rather than the science. Sometimes you just say "Yep, one will do" or "I'd say three". Learing is fun.
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#12 |
Ocean Warrior
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Cargo ships: One torpedo 'should' sink a Tramp Steamer and possibly a Small Tanker..... fuel onboard is the deciding factor for the Small Tankers, but usually 2 for the larger tankers will work. And 3 are usually need for the larger ships.
If you have 'duds' turned on in the Realism setting, any thing can happen. But that's the part of the sim that makes you feel like "You are Thare". The "Pucker Factor" of Realism as it was during WWII in the Atlantic.
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#13 |
Samurai Navy
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well engaged my first convoy over 10 knots (13knots) and Took four shots at four different ships with 4 hits. From about 1000-2000 meters. One transport stops and sinks...one transport is on fire and starts to flood at the stern.
The two other ships...one sinks after an hour of flooding..the floods evenly and is riding lower in the water. Well after the initial attack and chaos that followed.....the 3 (prior to one sinking an hour later) wounded ducks managed to get back up to speed of 13 knots to zig zag away.. :0/.... the transport was very tail heavy with the bow riding up a bit...and on fire a bit. It was still making 13 knots even with a heavy stern... :0/. I guess that would be believable if the max speed of the ship wasnt 15 knots. So I guess i'm a bit disapointed that they at least didnt slow down.....just wondering if any MODs or future MODs will address this.
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#14 |
Watch
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I find it really depends on where and how you hit the ship. I find that a shallow torpedo under the smoke-stack of a small cargo ship often causes a secondary explosion that breaks it in two. For larger ships I take time to identify the exact model and aim a magnetic torpedo to pass just under its keel. The initial explosion is generally rather pathetic (even causing very little damage to its hull integrity) however it steadily takes more and more damage (I beleive it is simulating the "spine" of the ship being broken and so the superstructure slowly collapsing under its own weight. With this I've one shotted 7kT ships.
Best bet for killing a ship that I've found with a single (or very few) torpedoes is to hit its bow at it is going flat out. My two capital ship kills so far have both involved this tactic, the ship ends up just planing into the sea nose first and goes down in minutes. As for historical accuracy it seemed to vary too. I am reading a biography of a U-boat commander now (Wolfgang Luth) and he seemed to prefer two torpedoes per ship. That said he had an account of hitting a tanker with two decent hits only to have it turn and try to ram him. He narrowly dived to avoid it, giving it a third torpedo as he went, surfacing to find it sinking. Bear in mind torpedoes were not new at this point in time, so ships were designed to cope with them as much as possible. Then again there are accounts of large warships going down with one. There was one cruiser (forgot the name of which, British though) that was hit to one side of its bow as it was going flat out. It capsized so fast it threw its bridge crew clear of the wreck. |
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#15 | |
Stowaway
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but even with this mod i have noticed that small fires still dont seam to have much effect at all on ships but if its a big fire it should cause the ship to sink over time |
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