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#1 |
Sonar Guy
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For those torpedoes with fully functioning magnetic exploders, what is the optimum depth setting, perhaps by ship class? I've been using keel depth + 1.5 meters, the maximum operating depth, to defeat the gradual slope of battleships' hulls and reach as close to the keels as possible. I adapted that to other ship types without running any trials; now I wonder how much explosive power is wasted on flatter bottomed hulls.
Incidentally, that setting worked great for a long time against DDs but the last career has seen quite a few somehow survive down-the-throat shots from Mk 16s, though in a state of shock. Any idea why? What's the depth in meters for decks awash on a Balao, where the deck guns can still be fired and the boat continues running on diesel? |
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#2 | |
Stowaway
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Do you know when you LOCK on a ship in SH4, the game automatically changes the torpedo's depth to 2 & 1/2 feet above the draft. This can cause problems if you lock on a large capital ship and then re-aim & fire at a shallow draft vessel. Torpedo depth always changes when you use the Lock function. In the heat of battle one does not need to worry about torpedo depth as long as it is shallow enough. It's more important to to hit the target than the optimum depth if there really is one. |
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#3 |
CTD - it's not just a job
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The Balao figures I do not remember, but the "magnetic exploder" in SH4 is wonked. I cannot remember the details now of how it is "triggered", but while targeting a BB, I have set them for say 38 foot to go under the keel, and they explode under a 20 foot draft ship between me and the BB, which is very frustrating. Then again, that would be similar to the way they did work, although I don't think something 18 foot beneath the keel would be damaging enough to sink a ship... The thing about torpedoes, like most other "ordnance" in the game, is that there is a "damage zone", and a variable as to how much of that damage is then applied to your "target", such that even though you hit in the "sweet" spot of a ship, it might not incur the full effect of the weapon. Then there are the DD... from recent encounters of the strange kind in FotRSU, most of the DD in the game, and this includes stock, do not have a fully-linked "damage" model. Almost like the game was rushed to release - oh wait! It was rushed to release - including the "updates"... (whatever you do, do NOT pay attention to the details, especially on the German side of the SH4 game
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"...and bollocks to the naysayers" - Jimbuna |
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#4 | |||
Sonar Guy
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Is there any way to override this lock "feature"? |
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#5 | |
Sonar Guy
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:halo: |
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#6 |
Sonar Guy
![]() Join Date: Feb 2013
Location: Sarasota Florida
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" What's the depth in meters for decks awash on a Balao, where the deck guns can still be fired and the boat continues running on diesel? "
Balao Decks awash For diesel: 28 FEET For Co2, Gun: 26 FEET I found a table of this info for all the boats in one of the 'sticky's
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I spent the cold war under water. |
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#7 | |
Stowaway
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I use Lock to identify target and then try not to use again. Sometimes need to lock onto a destroyer due to their speed. I always use magnetic pistol with depth set normally under the draft or in some cases shallower and I get extremely good results. Yamato has too much armor on her sides. NO, not according to propbeanie. |
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#8 |
Stowaway
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{"draw" them to a certain doom with down-the-throat shots.}
Have you ever watched the 1958 movie "Run Silent, Run Deep" where the skipper trains his crew to crash dive to periscope depth in under 40 seconds, with the periscope up and ready to fire a down-the-throat shot at a Japanese destroyer escort? The trick is to wait until the very last moment to fire. Maybe about 600 to 700 yards; enough distance for the torpedo to arm as the distance rapidly closes. In my humble opinion, you really don't want the escort to take the shot head on or on the nose. You want the torpedo to go under the hull dead on or better you hope the escort sees the torpedo and turns sharply right or left only to get it broadside under her hull. |
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#9 |
Sonar Guy
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That's strange about the draft numbers - perhaps it varies by mod? I don't have access to the program now, but am virtually certain it's listed as 10.5m in stock 1.5 using metric as the default. I've used magnetic settings of 12m for the Yamato class, 11m for the Japanese-designed OBBs, and 10m for the Kongos for quite a few patrols.
I can usually sink a Yamato with four Mk 16s when she's alert, but often with only three using the stacking technique when she's caught off guard. I know they're anachronistic but it's fun to imagine a weapon created by an BuOrd that got everything right instead of everything wrong. On destroyer-baiting, I apologize for being facetious; it doesn't always come through online. My usual technique is to find a large convoy with a ratio of merchants to escorts greater than 2-1, ambush an escort from long range, then kill the DDs as they rush in, sometimes at down-the throat ranges. Then, with the two 5" guns, there's quite a celebration topside. I'll just have to stop using the lock feature to prevent the depth reset and get under the keel at the bow. Should be spectacular. |
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