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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Jul 2011
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Ok so i started my campain in the earliest year 41? Anyhow im using the first torps you get on a type vii. Now I read somewhere that effective range is anywhere from 500 - 1000m . Now I always miss at that range. But the funny thing is I have enourmous success from ranges of 2500 - 3500. Is it because they are not detecting me and changing course?
also what is the max effective range of the basic torp? |
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#2 |
Ocean Warrior
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I tend to always fire from 1000m if I can,or as close as 300 - 500m in low visibility like fog,or a dark stormy night.
Not sure why you have more success the further out you are,but I know the minimum range is 300m (any closer and the torpedo will not arm),and I would have to say the maximum range would be about 8000m,or the limit of visibility range.When you get radar you may even be able to fire beyond this range,but the chances of hitting anything would virtually be nil.Its always better to get closer for two main reasons: 1 - the closer you are the less time the target ship will have to evade and zig zag 2 - even if the torpedo should lose its depth it should still hit the target In real life most commanders fired from about 600m,in an ideal situation that is. I recommend the following book,a lot of technical information is in it,there is even a section on attacking distances http://www.amazon.co.uk/U-Boat-Comma.../dp/0939631210
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Best Patrol: 10 merchants + HMS Nelson for 68.056 Tonnes Last edited by Paul Riley; 07-20-11 at 10:41 AM. |
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#3 |
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Are there any charts for detection ranges, I know this maybe impossible given weather conditions.
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#4 | |
Ocean Warrior
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In SH3 you could get detected by allied radar at ranges such as 20km and beyond. Also,it would be safe to assume that the GWX team modified these values since the stock release.
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#5 |
Seasoned Skipper
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I like being up to 1000 meters away from lone merchants/micro convoys. Convoys are anywhere from 3000 meters away to sitting in the middle of it. For task forces, no closer than 3000 meters, and that's a big risk.
As far as the electric torpedoes go (TII or TIII), the maximum range appears to be anywhere from 4000 to 6000 meters on the impact setting. Is this GWX simulating different battery charges or is it just a fluke?
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#6 | |
Ocean Warrior
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For the cheap price this would be a wise investment if you are serious about UBoat technical data.
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#7 |
Silent Hunter
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Well, the book maybe interesting in it's own right, but let's not forget we are playing a game that pretends to be a simulation but isn't completely realistic.
![]() I too don't understand why you have more luck at hitting more distant targets than closer ones. Closer ones surely have better odds, as they look bigger from up short. If it does detect the torpedo then you should be able to see them speeding up or divert. If you are detected then DDs will start firing on you when they are in range. Pretty hard not to notice. But you haven't really explained much about how you do your tracking, and shoot setups. Maybe the solution lies there.
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#8 | |
Watch
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That is my point. I'm willing to do my own research by playing, but was jsut looking for some premade graphs (i like graphs, its like pictures for math) and other stuff that explains how the game models visual ship detection and torpedo efective ranges. stuff like that. Maybe its all in the manual, idk. I probably should read it first.
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