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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
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Let's say I run into three merchant ships. I'd obviously like to sink all three. I aim my attack periscope, hit "lock", open the tubes, but it seems like I have to make one strike and then quickly quickly quickly repeat the same process for each individual target- during which time the ships could be alerted, the torpedos could strike, or anything else might happen! How can I quickly launch torpedo attacks on multiple targets?
On a side note, I remember I used to love using the magnetic pistols for underkeel detonations, but I can't remember how to calculate the keel depth. Could somebody help me out? |
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#2 |
Ocean Warrior
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If you're using the basic targeting (Game does it all for you, no manual work needed), just point and shoot at each target. If you're using manual targeting (With or without WO assistance), it becomes a little harder. You need to set the solution for each torpedo before firing, or let the Weapons Officer calculate the solution each time. (Should only take 2 seconds with assistance)
To find keel depth, just flip open the recognition manual, and the depth is listed with the rest of the info.
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#3 |
Swabbie
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It looks like there's only the draft length, no keel depth.
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#4 |
Subsim Aviator
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yes i recommend shooting at the target furthest from you first, working your way to the closest target.... allowing a few seconds to pass between each shot.
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#5 | |
Ocean Warrior
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#6 |
Ace of the Deep
![]() Join Date: Oct 2005
Location: BA 72
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It's important to have all your torps hit at the same time. If I encounter 3 ships in a line, here's my tactic. (...s were necessary to keep the forum posting from shifting my uboat position on me!)
<----< <----< <----< (ship1) (ship2) (ship3) ..............| ..............| (about 1000 m away) ..........<----< ..........(my firing ...........position) I get parallel, and point my peri at 90 (when i'm port to them, and 270 if i'm stbd). When fixed on 90, set the tdc to 90 Port (i.e., the AoB when ship2 passes me). Then in quick order, as ship2 is just about to pass me, I quickly check ship1s range (by sonar if no-one's around), or by a guess, and first a Fast T1 at him out one of the bow tubes, set for 1m below keeldepth. Then I range ship 2 (again, usually a rough guess is fine) and fire a Medium speed T1 at him out another bow tube, depth doesn't matter so long as it will hit. Then I range ship 3 and fire a Slow T1 at him out the stern tube. This usually results in simultaneous hits, because ship 1 and 2 are moving away, so the faster speeds catch up, and since ship 3 is approaching, the slow speed has an advantage. When attacking convoys, I often do this in reverse - going against the direction of the convoy. The speeds get reversed too (first shot slow, second shot med, third shot out the back end on fast). This is a nice attack because by the time stuff hits, the convoy has run over you and you're already getting behind it. I remember a line from the Uboat Commander's Handbook - something to the effect of - take advantage of the capabilities of your weapons - use your torpedo's gyro turning ability. |
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#7 |
Navy Seal
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When you are in the targeting screen, you can see how long it will take the torpedo's to reach target. By firing at the furthest targets first and at slow speed settings and using faster settings on closer targets, you can have your torps hitting all within a few seconds of each other.
This menas that there is less warning to other ship to alter course and speed. ![]() |
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#8 | |
Silent Hunter
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When manual targeting, only the range (and pointing the periscope) is what is different for each target. (should be done just before firing as it isn't automatically updated) All ships have the same course. As AOB is automatically corrected if you turn the scope, this can be avoided aswel. And all targets move at the same speed, so there's nothing to change there too. Aside from range only the torpedo depth and speed (and salvo-spread if you really need to) is something that can be set different for each target. But can all be set during the recon-phase, well in advance of firing, once you know what you're up against. If you still feel things go too quick. Back away and fire from a bit further out. That makes them zip-by less quickly in your periscope. |
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#9 | |
The Old Man
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Everything I've read says to try to keep the torpedo gyro angle as small as possible. I would think torpedoes making 90 degree turns hurts your accuracy somewhat. Just curious. ![]()
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#10 |
Ace of the Deep
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Well, using the gyro ability of the torpedo does decrease the accuracy a bit. I've never been sure whether the initial turn of the torpedo is factored into the computation. I think it is not. Despite this, from 1km away, it hits no problem. For the ships with the most oblique angle to the torpedo, I always aim for the center of the ship - you can count on some error, so by doing this, you will usually hit slightly off center, which is a better hit in my opinion. Secondly, for the oblique shots, I make sure I'm shooting at keeldepth with mag. pistol, unless it's really bad weather.
So the gyro turn really isn't that big a deal. I've even used it at longer distances (> 3km). In this case, set them all to fast, and always aim for the center of the ship. Longer distances tend to absorb a bit of the firing angle, so you the impact tends to be a bit closer to 90, hence you're probably ok going for shots just below the waterline. |
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#11 | |
Torpedoman
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Bob |
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