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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Mar 2010
Location: Norway
Posts: 6
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Hi, hello!
Ohoi, mateys? ![]() ...sorry. In all honesty I am posting to raise my daily download limit. But it is a nice opportunity for a slight introduction of myself and ask some questions about torpedo usage that have been tickling my curiosity bone. Onwards! I have recently been stricken by an insatiable apetite for Silent Hunter 4 and 3. Though I am absolute rubbish at both, I just can't stop myself from trying again after my umpteenth manual torpedo strike goes everywhere but where I was aming. -or after accidentally becoming a war criminal and a rogue after sinking merchant ships before open hostilites had been sanctioned by central command ...I didn't mean to, honestly! So if one of you seasoned, salty submarine aces out there could answer some torpedo questions for me I would greatly appreciate it. -the following questions are mostly related to Silent Hunter 4. First, what is the purpose of adjusting torpedo depth? What is the purpose of tampering with torpedo speed? -why shouldn't I just set it to MAXIMUM speed? ![]() Should I generally always aim for the sealine when trying to sink ships with my deck gun? Am I right in assuming that AP shells are for warships and HE shells are for merchants? Any input is greatly appreciated ![]() -please excuse any English typos or grammtical oddities, I'm Norwegian. |
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#2 | ||||||
Planesman
![]() Join Date: Sep 2008
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#3 |
Navy Seal
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Welcome aboard the good ship Subsim. I appreciate that you are spending your required posts to actually ask some meaningful questions. And we're all rubbish to start. Don't let that intimidate you!
Torpedo speed: The real captains thought as you do, set the suckers to maximum speed and be done with it. In fact the Mark 14, two speed torpedo was later replaced by the one-speed but identical in all other respects Mark 23. There is always error in targeting solutions. The introduction of radar made these errors a lot smaller, but some error is still in place. So of primary importance to successful submariners was the use of error tolerant procedures--those that assumed that errors existed, anticipated the amount of that error and modified the technique so that the error no longer mattered. If you have an error of any size, there are a number of things to make the error less important. I'll list them in order of importance.
Then, as you notice that you're hitting three of three all the time and two is all you generally need to get a sinking you can save some torpedoes. In convoy battles I generally shoot one per target, figuring that he'll be hit, drop out of formation and I can mop him up afterwards. But if I need to put him on the bottom it's two torpedoes every time.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#4 | ||||||||
Eternal Patrol
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WELCOME ABOARD!
![]() Doulos05 answered most of your questions, but I'll put in my two cents as well. Nothing wrong with that. The reason that requirement is there is to get people more involved in the community. Hopefully you will see how friendly we usually are and want to post more. Quote:
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Being able to make that choice is a good thing. Quote:
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“Never do anything you can't take back.” —Rocky Russo |
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#5 | |
Ocean Warrior
![]() Join Date: May 2007
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range is a factor for the following reasons: a) the effects of errors, as you rightly said earlier, are increased with greater range b) when plotting without the use of radar (or map contact) derived ranges, errors in range can lead to errors in target course and speed estimates c) with curved fire (with large gyro angles) the effect of torpedo tube parallax (ie the difference in "view" between the view from the scope in the center of the submarine and the view from the torpedo after it has left the tube and turned to intercept the target) causes significant errors when range is incorrectly entered. With straight fire, that is with a gyro angle of around 0, range becomes irrelevant. You may set any range you please and it will have no effect on whether you hit the target so long as speed is entered correctly, and aob not hopelessly wrong. p.s. hello ovidious ![]()
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"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill |
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#6 |
Navy Seal
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Joe, of course I'm assuming that the OP does not know the difference between straight and curved fire and just enters his measurements without consideration of gyro angle.
In your scenario, range STILL matters, as a wrong range estimate results in error #1 bad speed measurement. The result is still a miss. After all, if the target is twice as far away as you thought, you plot the bearings on that line for a 3 minute speed run, your speed will be double his actual speed. That will result in a miss, yes, from an error of target speed, but that error was caused by your wrong range. edit: Oh! You actually said that. Never mind..... ![]() Radar is your friend! Constant bearing firing techniques and minimizing gyro angles solve SOME problems, but they are no final solution! The ways to screw the pooch always outnumber the ways to make booms. ![]()
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#7 |
Ocean Warrior
![]() Join Date: May 2007
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i see, you were just talking about the importance of range when plotting target course and speed. not at the time of calculating firing solution. Then, i'm sorry for the misunderstanding.
when plotting by stadimeter, without map contacts or radar, eg when playing a 1942 scenario, then i find adding eyeballed aobs to the plot helps smooth out range-based errors as per this example ![]()
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"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill |
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#8 |
Bosun
![]() Join Date: Apr 2012
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I'm nubie who needs positive reinforcement. So I play with the "let's dream along with the Torpedo Factory" settings (no torpedo problems.)
With those settings, I usually set the torpedo depth a few feet deeper than the target's draft and set the exploder to influence + contact. That way more sunk ships with fewer torpedoes. My biggest error in obtaining the firing solution is getting the range from the periscope. Usually, I set high on the stadimeter which = shorter range than actual, which usually equals miss behind. I also have not been very successful using Sonar ranges (seems to measure long). Using the radar in Optical Target Correction mod gives me very good estimates of range, but not all subs have radar. One way to cheat is to leave the scope up and with "contacts shown on the chart" measure the range directly on the chart -- You can pretend that your exec is top notch on the scope. But I prefer to not do that. So I try to use one of the constant bearing attack methods. Three methods are summarized here: http://www.subsim.com/radioroom/show...&postcount=204 One nice thing is that they make range insignificant (of course you have to be in range.) This thread is a must read to get started: http://www.subsim.com/radioroom/showthread.php?t=146795 Using the constant bearing methods, you should be able to sink at least one or two ships in an attack. Right now, I'm trying to learn how to break into an escorted convoy, sink some targets, and escape. Good luck Tom |
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#9 | |
Planesman
![]() Join Date: Sep 2008
Posts: 195
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1) The enemy will look on the side of the convoy the torps came from, so all the escorts are on the wrong side. 2) Escorts tend to avoid 'breaking ranks' and moving through the freighter lines, they tend to move around them. They definitely have a pre-programmed 'minimum safe distance' with regard to proximity to merchants, particularly live ones. Not sure how realistically this is modeled, but the noise of the merchants should foil the DD's sonarman as well. 3) The time it takes to get through the lines is roughly the time needed to dive from periscope to the thermal layer, camp a bit, and then come back. 4) When you come back on the other side, you get a hurried escort-free shot at the other side of the convoy with your stern tubes. You're gonna have to eyeball it, very little time for observations or plots (and they're evading anyway so it wouldn't matter). Set them all shallow and guess the speed (most merchants fall in certain top-speed brackets you can learn to ID). Troop Transports and Liners are the fastest, so always hit them on your first pass when you've got measured speeds, this shot is for tankers, freighters, etc that you missed. Those all average around 10-12 knots at top speed. Use the spread dial to throw out 3 torps with a 2-5 degree spread (eye ball it based on how big the target looks in your periscope, but basically fire at -2, 0, +2 or -5, 0, +5, or something in the middle of that) at the ship closest to 180 in the scope, then go deep again. Then, cut towards the rear of the convoy and try to pass under the last merchant in the line. Chill out under the thermal for about 30 minutes or till the escorts get bored, then come back and mop up whatever isn't headed to the bottom yet.
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#10 |
Swabbie
![]() Join Date: Mar 2010
Location: Norway
Posts: 6
Downloads: 45
Uploads: 0
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Thank you for all the replies, I really wasn't expecting so many.
All the advice and guidance is greatly appreciated. I'll just head over to the Skipper's Bag of Tricks thread and see what I can learn. Oh, a couple of last questions. Is the AI in the Convoy Attack Tutorial reduced in some way? Let me explain: I play vanilla SH4 with the GFO mod. -Game Fixes Only mod. So I've been replaying the convoy attack tutorial mission to learn the ropes. Generally I play with most realism boxes ticked, except map contacts. -I use the nav map to estimate the AOB...I'm a bit of a cheat, I admit it! ![]() But yesterday something peculiar happened. In a furious fit of frustration over another botched torpedo strike I decided to go kamikaze and surface, deck gun blazing. (I should perhaps mention that I did infact hit two tankers with one torpedo each....I wasn't aming at the second tanker but let's gloss over that. They both, however, stubbornly refused to sink.) I thereafter succeeded in sinking three destoyers and two-three trading ships while circling and racing through the convoy at flank speed. I was pretty much only under fire from one destroyer at a time. I was eventually sunk by continous fire from the remaining trade ships (or damage delivered by the, by now, sunk destroyers) Clearly this was either insane luck, preposterous skill or severly gimped opposition. I think we can safely say that skill was not a contributing factor, so a combination of luck and gimped opposition? Should I instead get my practise from the available single missions? And while we're all still friendly and patient: Considering my relative success at deck gun duelling above, do you think I should, as a N00B, try any of the realism mods? -Either RFB or TMO for a slight increase in "realism"? From what I've read of Trigger Maru it does sound like it might be a little to difficult for my tastes. -and I didn't quite like the map contacts "dots" that replaced the default ship outlines ![]() Last edited by Ovedius; 05-10-12 at 03:29 PM. |
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#11 |
Navy Seal
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That graphic is a thing of beauty! What a simple thing it would have been to have each periscope stadimeter observation plotted like that automatically and then let us average the points! Had the devs just spent a week in the torpedo firing manual this would have been a better game!
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#12 | |
Ocean Warrior
![]() Join Date: May 2007
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__________________
"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill |
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#13 | |
Planesman
![]() Join Date: Sep 2008
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#14 |
Captain
![]() Join Date: Apr 2005
Location: Wagga Wagga, NSW Australia
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Great thread, raised some questions from me.
1. I like the idea of going under a convoy to escape, the problem with this modus operadi is if there is really shallow water on the other side, also I've noticed DD's on that side, who sometimes stay on the unengaged side. 2. Why can't the torp seetings be adjusted with auto targeting on, you could do that in SHIII, and in the German campain in SHIV WOP Gold edition, is there a mod to allow you to do this ? Some obs from me, since installing RSRD after reinstalling SHIV, the torps seem much more destructive, on my first patrol, I ran into a TF 6 DD's 2 Kongo's 1 Takeow, and 1 Agano (yes, in Dec 41) 3 fish at 2000+ yards at the lead BB 3 hits, she quickly came to a halt and began listing. I fired my last bow fish at Takeow, and turned to port to fire my stern tubes at the 2nd BB. I got a hit on Takeow in the bow, all 3 fish hit the second BB, with the last on abreast the rear turrets. Got a magazine explosion and she was gone real quick. I aimed the last fish at Takeow's mid section but she must have seen it and increased speed, net result the fish hit abreast the rear turrets, another magazine blast and she was gone in a minute. |
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#15 | |
Bosun
![]() Join Date: Apr 2012
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Tom |
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