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 03-14-10, 05:43 AM   #1
kabex
Watch
 
Join Date: Feb 2006
Location: Mexico
Posts: 26
Downloads: 20
Uploads: 0
Default Torpedo power

Hi all, been playing my first real campaign since a few years ago...

1939, Type IIA, 1st Flotilla u-21

As you know, the type II only carries 5 torpedoes and has no deckgun, so I've been having problems getting a decent tonnage in patrols; first patrol I sank one ship after hitting it 3 times if I remember correctly(having failed 1 torpedo) it was a medium cargo.

2nd patrol I spotted a Passenger/Cargo and it took me also 3 torpedoes to bring it down, after 1 having misfired/missed(not sure)... this is a big problem since I used up 4 out of 5 torpedoes on a single vessel and had to go back to base.

Also in my first patrol with my last torpedo I hit another merchant ship and followed it for about 4 hours to see if it went down and it didn't.

So how many torps do I need?! Or is something wrong with my game? GWX3.0 + a few mods.
kabex is offline   Reply With Quote
Old 03-14-10, 06:03 AM   #2
Pappy55
Engineer
 
Pappy55's Avatar
 
Join Date: Jan 2005
Location: Birmingham, UK
Posts: 211
Downloads: 173
Uploads: 0
Default

In WWII The Germans too had a lot of problems with dud and faulty torpedos at the beginning of the war. Also unless you hit a ship in a sweet spot it can take a long time for them to finally sink. 1-2 tops should be more than enough for a smaller freighter..

I usually send them one tin fish then wait and if they dont sink i surface and finish them off with the deck gun. Thats if they are unarmed and have no escorts
__________________
Pappy55 is offline   Reply With Quote
Old 03-14-10, 06:04 AM   #3
Iranon
Loader
 
Join Date: Sep 2009
Posts: 89
Downloads: 19
Uploads: 0
Default

2-3 torpedos for a cargo ship is quite typical if you hit them in the wrong spots.

Suggestions to kill with 1 eel:

- 0.5-0.8m below the keel with magnetic detonator (unreliable in the beginning of the war and in rough weather)
- Under the funnel or slightly to the front (to hit the fuel bunker, but a hit in the engine room is often crippling as well)
- Near the stern to let the flooding do the work (the ship will tilt, then sink. Hits closer to the center will just make it lie deeper in the water if they don't hit something critical).
Iranon is offline   Reply With Quote
Old 03-14-10, 07:32 AM   #4
desirableroasted
Grey Wolf
 
Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
Posts: 933
Downloads: 47
Uploads: 0
Default

Quote:
Originally Posted by Iranon View Post
2-3 torpedos for a cargo ship is quite typical if you hit them in the wrong spots.

Suggestions to kill with 1 eel:

- 0.5-0.8m below the keel with magnetic detonator (unreliable in the beginning of the war and in rough weather)
- Under the funnel or slightly to the front (to hit the fuel bunker, but a hit in the engine room is often crippling as well)
- Near the stern to let the flooding do the work (the ship will tilt, then sink. Hits closer to the center will just make it lie deeper in the water if they don't hit something critical).
In GWX, an eel in the bows in moderate-rough seas works wonders...
__________________
"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun."
desirableroasted is offline   Reply With Quote
Old 03-14-10, 08:06 AM   #5
Paul Riley
Ocean Warrior
 
Join Date: Aug 2008
Location: Sheffield, England
Posts: 2,679
Downloads: 165
Uploads: 0
Default

Quote:
Originally Posted by desirableroasted View Post
In GWX, an eel in the bows in moderate-rough seas works wonders...
I always try to aim for the bow section in a lot (not all) of attacks,not only is it ideal against fast ships but the forward momentum of the ship seems to increase the rate of flooding too.
__________________
Best Patrol: 10 merchants + HMS Nelson for 68.056 Tonnes
Paul Riley is offline   Reply With Quote
Old 03-14-10, 06:08 AM   #6
Paul Riley
Ocean Warrior
 
Join Date: Aug 2008
Location: Sheffield, England
Posts: 2,679
Downloads: 165
Uploads: 0
Default

I dislike the seemingly impotent torpedoes myself and have mentioned it in here before.3 torpedoes to bring a medium cargo down is ridiculous,and sometimes (rarely) it would merely stop dead in the water needing a 4th to send to the bottom.
I think a 25-50% increase to torpedo power is needed,in my opinion.Just look at some WWII footage of UBoat attacks,with ships decimated after a single torpedo impact with gaping holes that you could fly a plane through ! Check my sig picture below,that is what should happen to a ship after a torpedo attack

A question here to anyone that knows - does the game (GWX3) model increased torpedo power as the war progresses as happened in real life?,in which case I can accept the poor quality of them in the early months of the war.
__________________
Best Patrol: 10 merchants + HMS Nelson for 68.056 Tonnes

Last edited by Paul Riley; 03-14-10 at 08:13 AM.
Paul Riley is offline   Reply With Quote
Old 03-14-10, 06:17 AM   #7
kabex
Watch
 
Join Date: Feb 2006
Location: Mexico
Posts: 26
Downloads: 20
Uploads: 0
Default

Thanks for the suggestions but they don't help much, I have no deck gun- only 5 torpedoes, I'm early in the war(magnetic useless) and am using WE assistance (94% realism, only thing unticked).

I tried 100% but the game was 99% aiming and missing and 1% playing. No thanks. IMO the WE assistance isn't cheating. :P

Quote:
Originally Posted by Paul Riley View Post
I dislike the seemingly impotent torpedoes myself and have mentioned it in here before
Completely agree. I also wondered if it fixes itself otherwise it's pointless to play a Type II campaign, if I had a deck gun 1 torp and a 10-15 hits with the deckgun would seal the deal.
kabex is offline   Reply With Quote
Old 03-14-10, 06:19 AM   #8
Paul Riley
Ocean Warrior
 
Join Date: Aug 2008
Location: Sheffield, England
Posts: 2,679
Downloads: 165
Uploads: 0
Default

Maybe this mod is for better torpedoes? as there is no readme I am unsure as to exactly WHAT this does.I hope it tweaks the power setting
http://www.subsim.com/radioroom/down...do=file&id=955
__________________
Best Patrol: 10 merchants + HMS Nelson for 68.056 Tonnes
Paul Riley is offline   Reply With Quote
Old 03-14-10, 06:26 AM   #9
kabex
Watch
 
Join Date: Feb 2006
Location: Mexico
Posts: 26
Downloads: 20
Uploads: 0
Default

Quote:
Originally Posted by Paul Riley View Post
Maybe this mod is for better torpedoes? as there is no readme I am unsure as to exactly WHAT this does.I hope it tweaks the power setting
http://www.subsim.com/radioroom/down...do=file&id=955
I'll try it out on the practice missions and report back...
kabex is offline   Reply With Quote
Old 03-14-10, 06:31 AM   #10
Paul Riley
Ocean Warrior
 
Join Date: Aug 2008
Location: Sheffield, England
Posts: 2,679
Downloads: 165
Uploads: 0
Default

Sounds like a plan,good luck with it.
__________________
Best Patrol: 10 merchants + HMS Nelson for 68.056 Tonnes
Paul Riley 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 01:39 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.