SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter III
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-10-09, 07:50 PM   #1
TheDudTorpedo
Machinist's Mate
 
Join Date: Jul 2008
Location: Adelaide, Australia
Posts: 128
Downloads: 23
Uploads: 0
Default Hints for Torpedo Strategy

**Re-posted - sorry I posted incorrectly in someone elses thread **

Hi All,

Im now a veteran of 22 patrols under GWX3, so have a fair idea about the 90 degree AoB, ideal torpedo placement WRT to engine room, ammunition hold, fuel hold etc. I'm currently patrolling during May 1943 - and boy its a tough year to sailing a U-Boat, but so far Im still alive....! I'm still using the green triangle thing and am nowhere near attempting manual targetting.

Im after some extra torpedo tips/stratgey that I have possibly not yet considered - here are some scenraios and questions:

1. Bow Shot
Something I've been thinking about recently is firing my first torpedo (generally I will use two on anything larger than a coastal merchant - sadly I very rarely get the one hit wonders) to strike the bow of a target (for example a large merchant). During my very first patrol my very first time in SH3 vanilla, I did this more by luck than anything else, and got great satisfaction watching the C2 go bow heavy almost immediately and attempt to dive just like a U-Boat! I have never repeated that. So, is it a worthwhile strategy considering? Has anyone experienced much success or failure using this method?

2. Depth of strike
Generally, I will try to make my torpedo strike as low below the waterline as possible, without bouncing off the hull as it curves near the bottom of the ships draft. So, if a ship has a 10m draft, I'll typically try to place the running depth at say between 6m and 8m. My thinking is that a hole further below the water-line results in a greater risk of flooding, and hence a better probability of destroying the ship. Does that sound like a good strategy, or is it dependant on the ship type and what it is carrying? How does the fuel hold, ammo hold, engire room figure into this? Surely not all ships have these holds at the same depth (e/g/ 3m below waterline), or do they?

3. Locking on to the Green Triangle
I read somewhere that in SH3, the ideal striking point of a torpedo is not actually the green triangle when locking onto the target - its slightly infront or behind this triangle. Is that correct?

Any other advice on better torpedo usage would be welcome.

Thanks,
Dud
TheDudTorpedo is offline   Reply With Quote
Old 03-10-09, 08:22 PM   #2
A Very Super Market
The Old Man
 
Join Date: Dec 2008
Location: Deep in the Wild Canadian suburbs.
Posts: 1,468
Downloads: 0
Uploads: 0
Default

Yep, bow shots force more water into the ship, causing flooding.

I've only had a few ships explode completely, so forget hitting different compartments. GWX just doesn't do that. Under-keel shots are good for breaking the ship in two.

I'm fairly certain that the triangle is just the centre of the ship, without any special things in it.
__________________


The entire German garrison of Vanviken, right here in your thread!
A Very Super Market is offline   Reply With Quote
Old 03-11-09, 10:23 AM   #3
kdv
Loader
 
Join Date: Jan 2009
Posts: 85
Downloads: 37
Uploads: 0
Default

Learn to use the depth setting on each torpedo with the known depth of the keel on the target. I run about 1m below keel, and always aim for the engine room. Bow hits are supposed to be effective, but I haven't noticed any real difference, the torpedo that hits the stern floods it as well, but probably at a slower pace.

I have found my torpedo's cover more targets, using ONE per target. It make take a bit of stalking after the hit to ensure it's going to go down, but I find alot of 'bigger' ships lose propulsion, and eventually sink. However, unless I'm freaked out by the tonnage of a perspective target, I'll fire all four forwards at one, hoping 2 will hit and cripple it allowing for a stern shot.

Had a 4 stacker ocean liner troop transport come up fast, and I was about 2000m away from where I wanted to be for my attack - all I could do was fire all 4, and yep - 2 hit, slowed it way down, and the stern fish finished it off . Wasn't going to let that guy get away.

About the green triangle - you're talking about where it locks onto the ship? I rarely go by that, unless it's a really fast decision to fire.
kdv is offline   Reply With Quote
Old 03-11-09, 12:02 PM   #4
Murr44
Grey Wolf
 
Join Date: Mar 2008
Posts: 913
Downloads: 16
Uploads: 0
Default

Have a look at the torpedo section in the Silent Hunter III Community Manual here: http://http://alexbret.perso.cegetel.net/index4875.php. There are some pretty good tips on setting torpedo running depth there.
Murr44 is offline   Reply With Quote
Old 03-11-09, 12:20 PM   #5
Sharkley
Engineer
 
Join Date: Mar 2009
Location: Ontario, Canada
Posts: 216
Downloads: 12
Uploads: 0
Default

Quote:
Originally Posted by Murr44
Have a look at the torpedo section in the Silent Hunter III Community Manual here: http://http://alexbret.perso.cegetel.net/index4875.php. There are some pretty good tips on setting torpedo running depth there.
States that page can not be diplayed
Sharkley is offline   Reply With Quote
Old 03-11-09, 12:24 PM   #6
mookiemookie
Navy Seal
 
mookiemookie's Avatar
 
Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
Default

Quote:
Originally Posted by Sharkley
Quote:
Originally Posted by Murr44
Have a look at the torpedo section in the Silent Hunter III Community Manual here: http://http://alexbret.perso.cegetel.net/index4875.php. There are some pretty good tips on setting torpedo running depth there.
States that page can not be diplayed
Corrected link: http://alexbret.perso.cegetel.net/index4875.php
__________________
They don’t think it be like it is, but it do.

Want more U-boat Kaleun portraits for your SH3 Commander Profiles? Download the SH3 Commander Portrait Pack here.
mookiemookie is offline   Reply With Quote
Old 03-11-09, 09:21 PM   #7
Puster Bill
Grey Wolf
 
Join Date: May 2006
Location: BA8758, or FN33eh for my fellow hams.
Posts: 833
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by kdv
About the green triangle - you're talking about where it locks onto the ship? I rarely go by that, unless it's a really fast decision to fire.
Go full manual targeting and get rid of the targeting indicator. It's a crutch.
__________________
The U-Boat Commander of Love
Puster Bill is offline   Reply With Quote
Old 03-12-09, 11:18 AM   #8
Karl von Muller
Swabbie
 
Join Date: Feb 2009
Posts: 5
Downloads: 0
Uploads: 0
Default

I have been ignoring the triangle for the reason that its position does not seem to vary for different ship types. For example a tanker's engines and fuel are aft, but a large freighter's are amidships. The triangle does not seem to care.

How does one "get rid of it"? Switch to manual targeting?
Karl von Muller is offline   Reply With Quote
Old 03-12-09, 11:59 AM   #9
Otto Heinzmeir
Weps
 
Join Date: Feb 2009
Location: Wilhelmshaven Local Pub
Posts: 361
Downloads: 2
Uploads: 0
Default

For freighters I like to aim at the stack. If you hit the stack, you will kill the engines, if you miss slightly forward you hit the fuel cell. If you miss slightly aft you will cause the engine compartment to flood and this will eventually kill the engines as well. For tankers I aim at the cabin for the same reasons. I used to split some medium cargos and tankers in two with a center placed magnetic in the stock game. But in GXW havn't split a ship yet with one torp, which is probably more realistic.
Otto Heinzmeir is offline   Reply With Quote
Old 03-13-09, 09:33 AM   #10
kdv
Loader
 
Join Date: Jan 2009
Posts: 85
Downloads: 37
Uploads: 0
Default

I have managed to split a few with GWX3, mostly medium cargo's - and only with the magnetic exploding under their keel. Never seems to work with impacting the hull.

The 'lock' always goes to the center of the ship, which as stated above isn't the best spot to hit.

I go for engines, it's a no brainer - it's under the stack. Gauging where the fuel tanks are isn't as easy.
kdv is offline   Reply With Quote
Old 03-13-09, 10:02 AM   #11
Puster Bill
Grey Wolf
 
Join Date: May 2006
Location: BA8758, or FN33eh for my fellow hams.
Posts: 833
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Karl von Muller
I have been ignoring the triangle for the reason that its position does not seem to vary for different ship types. For example a tanker's engines and fuel are aft, but a large freighter's are amidships. The triangle does not seem to care.

How does one "get rid of it"? Switch to manual targeting?
Yes.

When you go to full manual targeting, it will disappear.

You could also try manual targeting with WO assistance, I think it disappears then also (but I'm not sure).
__________________
The U-Boat Commander of Love
Puster Bill is offline   Reply With Quote
Old 03-13-09, 10:04 AM   #12
TheDudTorpedo
Machinist's Mate
 
Join Date: Jul 2008
Location: Adelaide, Australia
Posts: 128
Downloads: 23
Uploads: 0
Default

Thanks for all the helpful hints guys

Tonight I had the chance to test the bow-shot theory. I was being chased (again!) by a V&W destroyer off the west coast of Ireland. I fired a stern torpedo at a magnetic setting 1m below her keel - I was a bit worried I hadn't selected a decent depth setting because the sea was very rough. Anyway, the V&W is steaming in at 15 knots and the torpedo actually impacts right on her prow as she dips into a wave! Well...she tried to dive just like my U-boat.....have a gander at these

On her way down....


It's all over....


The right bow-shot certainly delivers the goods. I love this game
TheDudTorpedo is offline   Reply With Quote
Old 03-13-09, 10:05 AM   #13
Sharkley
Engineer
 
Join Date: Mar 2009
Location: Ontario, Canada
Posts: 216
Downloads: 12
Uploads: 0
Default

Quote:
Originally Posted by Puster Bill
Quote:
Originally Posted by Karl von Muller
I have been ignoring the triangle for the reason that its position does not seem to vary for different ship types. For example a tanker's engines and fuel are aft, but a large freighter's are amidships. The triangle does not seem to care.

How does one "get rid of it"? Switch to manual targeting?
Yes.

When you go to full manual targeting, it will disappear.

You could also try manual targeting with WO assistance, I think it disappears then also (but I'm not sure).
I would love to see more detail on this from those who have tried it. I want to be as "real" as possible but still have a crew that "works" I am not at the stage yet where I want to go full manual but I want to feel the next step of realism soon..
Sharkley is offline   Reply With Quote
Old 03-13-09, 01:56 PM   #14
Henry Wood
Sparky
 
Join Date: Mar 2006
Location: UK
Posts: 150
Downloads: 57
Uploads: 0
Default

About the green triangle - I always understood it to be a guide as to how succesful your shot was likely to be and if not locked you could aim your shot using the crosshairs in the attack scope. I used to use it like that when starting out, no lock on the target and when the triangle turned green it meant I was just about certain of a succesful hit, then I'd move the crosshairs to the engine room, bow, midships or where I wanted the torpedo to strike. It always seemed to work.
Henry Wood is offline   Reply With Quote
Old 03-13-09, 03:54 PM   #15
Threesixtyci
Torpedoman
 
Join Date: Dec 2008
Location: CC, Texas
Posts: 114
Downloads: 20
Uploads: 0
Default

The three times I tried shots underneath the keel, relying on magnitics. All 3 times the torpedo sailed right under the targeted ship and just kept on going....
I guess, under keel shots just don't work when you are perpendicular, or near perpendicular, to the target....

Anyway... it's caused me to not even attempt setting torps to run below drafts, anymore.


Cool pic though... too bad, SH3 doesn't simulate bending metal. Would have been cool to see it break in half with that much stress.
Threesixtyci is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 07:15 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.