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 5
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 08-08-13, 05:53 AM   #1
Likloklord232
Watch
 
Join Date: Apr 2012
Location: Netherlands, Gelderland
Posts: 18
Downloads: 169
Uploads: 0
Torpedo speed

Hi

i was wondering how to choose the right torpedo speed when hunting a ship

I hope someone can help me with my question


thanks a lot !!
Likloklord232 is offline   Reply With Quote
Old 08-08-13, 06:14 AM   #2
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Default

Select the maximum and you'll not go wrong
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel
volodya61 is offline   Reply With Quote
Old 08-08-13, 07:18 AM   #3
Tolkemec
Torpedoman
 
Join Date: Jul 2002
Location: BCN
Posts: 118
Downloads: 131
Uploads: 0
Default

I always choose the maximum speed, but tend to fire my torpedoes at maximum 1.500 - 2.000 meters from my target. Different speed = different ranges
Tolkemec is offline   Reply With Quote
Old 08-08-13, 08:29 AM   #4
Likloklord232
Watch
 
Join Date: Apr 2012
Location: Netherlands, Gelderland
Posts: 18
Downloads: 169
Uploads: 0
Thanks, the torpedo`s go better now
Likloklord232 is offline   Reply With Quote
Old 08-08-13, 09:39 AM   #5
tat501
Helmsman
 
Join Date: Jul 2010
Location: London
Posts: 108
Downloads: 275
Uploads: 0
Default

Just be careful when firing at long range that if you set speed to maximum your eels will have the required stamina! Once or twice ive been frustrated by long distance shooting when they ran out of fuel before they got to their targets because I was used to firing at slow speeds (which go further)!
tat501 is offline   Reply With Quote
Old 08-08-13, 01:12 PM   #6
Likloklord232
Watch
 
Join Date: Apr 2012
Location: Netherlands, Gelderland
Posts: 18
Downloads: 169
Uploads: 0
mm.. so i have to fire on max. speed if it is under de 2.000 meters and if not i should take a medium / low speed for the torpedo

but is that the same with steam torpedo`s ?
Likloklord232 is offline   Reply With Quote
Old 08-08-13, 02:29 PM   #7
vincentz
Sailor man
 
Join Date: Sep 2008
Location: CPH - DK
Posts: 43
Downloads: 69
Uploads: 0
Default

I used (in Sh3 and 4) to fire slow for the first perhaps second torp, then fast on the last ones. by the time I calculated the last "fire lines" and sent them off (to the closest targets) the delay of the slow speed torps which where fired at long range targets) would be timed so all the fish in the water would hit at approx the same time and cause havoc in the convoy.
This way there was max damage without have to calculate for evassive manouvering (zigzagging) ships, which is imho quite a lot harder when playing 100% realism.

(sorry for lots of misspellings )
vincentz is offline   Reply With Quote
Old 08-09-13, 02:40 AM   #8
tat501
Helmsman
 
Join Date: Jul 2010
Location: London
Posts: 108
Downloads: 275
Uploads: 0
Default

Yes Liklolord. I can't remember the exact ranges offhand but if you look at your Torp loadout it should say what the range is for each speed.

I do that aswell. Sometimes Ill fire a medium speed torp at the ship further away and a slow speed one at the closer target. The idea is to get them to both hit at about the same speed so they don't get a warning and start zigzagging.
tat501 is offline   Reply With Quote
Old 08-09-13, 02:57 AM   #9
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 6,094
Downloads: 466
Uploads: 0


Default

Always use faster speed for warships!...as well as closest distance.
Below fast speed, it's too easy for them to avoid impact...

VS merchants, you can shoot any speed, if you are sure of your torp solution. But distance is number one factor to set speed.
Other thing to keep in mind can be slow speed = less DUD/uneffective torpedos!
Fifi is offline   Reply With Quote
Old 08-09-13, 05:38 AM   #10
oakdesign
A-ganger
 
Join Date: Sep 2007
Posts: 76
Downloads: 65
Uploads: 0
Default

Another part where speed comes into play is if you're on a convoy and might attack multiple targets on the same run at different distances. I always calculate the torp runtimes and set the speed up in that way so the impact is at the same time.

edit: Sorry haven't read tat501's post above as he already mentioned the same
__________________
----------------------------------------------------------------
Seemann prüf dein Sackgewicht an Backbord kommt Laboe in Sicht
----------------------------------------------------------------
oakdesign is offline   Reply With Quote
Old 08-09-13, 06:21 AM   #11
Likloklord232
Watch
 
Join Date: Apr 2012
Location: Netherlands, Gelderland
Posts: 18
Downloads: 169
Uploads: 0
so if i understand it right, i have to change the speed if i shoot multiple targets, unless it is a warship
Likloklord232 is offline   Reply With Quote
Old 08-09-13, 06:28 AM   #12
Likloklord232
Watch
 
Join Date: Apr 2012
Location: Netherlands, Gelderland
Posts: 18
Downloads: 169
Uploads: 0
Default

( Fifi: Always use faster speed for warships!...as well as closest distance.
Below fast speed, it's too easy for them to avoid impact...

VS merchants, you can shoot any speed, if you are sure of your torp solution. But distance is number one factor to set speed.
Other thing to keep in mind can be slow speed = less DUD/uneffective torpedos! )



But what if i have 2 warships one on 2.000 and one on 4.000

it would be hard to take a medium speed shot on a warship
Likloklord232 is offline   Reply With Quote
Old 08-09-13, 06:31 AM   #13
tat501
Helmsman
 
Join Date: Jul 2010
Location: London
Posts: 108
Downloads: 275
Uploads: 0
Default

Try the wakeless electric torpedo. Tbh I don't find them as effective at taking out Destroyers as fast regular torps fired from close range because of their slower speed, if you make a mistake with your calculation you have less room for error but they can be effective at giving you the element of surprise!
tat501 is offline   Reply With Quote
Old 08-09-13, 06:41 AM   #14
Likloklord232
Watch
 
Join Date: Apr 2012
Location: Netherlands, Gelderland
Posts: 18
Downloads: 169
Uploads: 0
Default

but for the element of suprise you can also use the steam torps
Likloklord232 is offline   Reply With Quote
Old 08-09-13, 04:09 PM   #15
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 6,094
Downloads: 466
Uploads: 0


Default

What i was trying to say, is for warships, i think best is to wait last moment at the closest place to launch 1 or more torps set full speed.
Usually i try to launch the second one ahead of solution, because they can accelerate so fast when they detect torpédos...even if i loose this one, it's a security one
Fifi 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 06:31 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.