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 09-23-10, 01:18 PM   #1
Legionary74
Ensign
 
Join Date: Sep 2010
Location: New Jersey
Posts: 220
Downloads: 5
Uploads: 0
Default Ricochet

---

Last edited by Legionary74; 06-16-15 at 05:46 AM.
Legionary74 is offline   Reply With Quote
Old 09-23-10, 01:25 PM   #2
davidaspy
Mate
 
Join Date: Oct 2005
Location: North of the South
Posts: 56
Downloads: 25
Uploads: 0
Default

Torps need at least 300m to arm. Anything less than that and they are going to just bounce off.
__________________
Eagles may soar, but weasels dont get sucked into jet engines.
davidaspy is offline   Reply With Quote
Old 09-23-10, 01:26 PM   #3
Legionary74
Ensign
 
Join Date: Sep 2010
Location: New Jersey
Posts: 220
Downloads: 5
Uploads: 0
Default

---

Last edited by Legionary74; 06-16-15 at 05:46 AM.
Legionary74 is offline   Reply With Quote
Old 09-23-10, 02:54 PM   #4
reignofdeath
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by davidaspy View Post
Torps need at least 300m to arm. Anything less than that and they are going to just bounce off.
as a rule of thumb (Seeing as how I always set up 90* angle attacks) I use is at least 700m distance between me and where the target will be when it impacts. I usually do 1k shots for good measure.
  Reply With Quote
Old 09-23-10, 05:16 PM   #5
HW3
Navy Seal
 
Join Date: Apr 2005
Location: Gresham Oregon
Posts: 6,574
Downloads: 458
Uploads: 0


Default

You also need to keep in mind that if you are too close to a ship that explodes when hit (ship carrying ammo), you will sustain damage from the explosion.

__________________


"Some ships are designed to sink...others require our assistance." Nathan Zelk
HW3 is offline   Reply With Quote
Old 09-23-10, 06:54 PM   #6
Legionary74
Ensign
 
Join Date: Sep 2010
Location: New Jersey
Posts: 220
Downloads: 5
Uploads: 0
Default

----

Last edited by Legionary74; 06-16-15 at 05:46 AM.
Legionary74 is offline   Reply With Quote
Old 09-23-10, 11:40 PM   #7
K-61
Grey Wolf
 
Join Date: Nov 2005
Location: Ontario
Posts: 795
Downloads: 39
Uploads: 0
Default

I always like to clarify the arming distance question to new players. The torpedo must run a minimum of 300 M to arm. In the minds of new players they often interpret this: "I must fire from 300 M away and I'll be alright." They are not the same thing. Your minimum firing distance must take into consideration the movement of both the torpedo and the target. If your target is moving toward you, then you must fire at greater range than 300 M. By the time the torpedo hits a closing target the torpedo will have travelled less than 300 M. Very important to consider this if you are firing at an escort which is closing in on you. On the flipside, you can fire from less than 300 M if the target is pulling away from you. It's all a matter of mathematics and very logical once you understand it.

As others said, you could suffer damage from a target carrying ammo or other volatile cargo should it go off with a great boom! I learned this the hard way once when firing the deck gun. It really makes you feel stupid when your gun crew gets killed from debris flying off of the ship you were gunning down. You tend not to make that sort of mistake more than once.
__________________
K-61 is offline   Reply With Quote
Old 09-23-10, 01:26 PM   #8
razark
Ocean Warrior
 
Join Date: Mar 2007
Location: Houston, TX
Posts: 2,731
Downloads: 393
Uploads: 12
Default

The torpedo requires a run of a certain distance before it arms. If you are closer than that distance, the torpedo will not have time to arm, therefore no explodey fun.

I'm not sure what that distance is, but 300 meters sounds a bit too close.

Edit:
Yeah, what he said.
__________________
"Never ask a World War II history buff for a 'final solution' to your problem!"
razark is offline   Reply With Quote
Old 09-23-10, 01:54 PM   #9
Brag
Navy Seal
 
Join Date: Nov 2006
Location: Docked on a Russian pond
Posts: 7,072
Downloads: 2
Uploads: 0
Default

Distance to arm is 300 meters
__________________
Espionage, adventure, suspense, are just a click away
Click here to look inside Brag's book:
Amazon.com: Kingmaker: Alexey Braguine: Books
Order Kingmaker here: http://www.subsim.com/store.html
For Tactics visit:http://www.freewebs.com/kielman/
Brag is offline   Reply With Quote
Old 09-23-10, 02:00 PM   #10
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 Legionary74 View Post
Why do my torpedoes keep ricocheting off ships?

With merchant ships I usually close in within 300 meters and fire, and they will ricochet.

They just bounce off the hulls, is it the distance?

Im running SH3 commander with no mods, and dud torpedoes is off.

One ricochet is ok, but 5!?!?!?
If you are firing impacts, you want to be sure of two things, too:

1) You are firing at, say 70 to 110 Angle on Bow to ensure your torpedo has enough "bite". At greater angles, it may bounce.

2) You are firing fairly shallow (this depends on the target). All merchants have a curved hull, so if you fire too deeply, you will hit the curve and slide off.

Finally, ignore anything you read about "depth-keeping" problems.
__________________
"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
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 12:16 PM.


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.