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 03-24-14, 07:09 AM   #31
banryu79
Samurai Navy
 
Join Date: Feb 2014
Location: Italy
Posts: 554
Downloads: 82
Uploads: 2
Default

Quote:
Originally Posted by Nukesub View Post
How far under the keel do magnetic torps have to be? Is 1 meter below too far?
It depends. Mainly by the weather, 'cause with heavy sea your target will roll and pitch more, and its keel depth will change constanly by a large amount.

So, it could be that your mag torpedo will run well under your target keel at the intersect point... All in all with very bad sea/weather it is safer to opt. for impact and forget magnetic at all.

In any case my rule of thumb is (W stand for Wind):
W < 7 = 0.5 meter under the keel
7 < W > 12 = 1 meter under the keel
W > 12 = 2 meters if you feel lucky, or forget it at all.
banryu79 is offline   Reply With Quote
Old 03-24-14, 08:43 AM   #32
BigWalleye
Sea Lord
 
Join Date: Jul 2012
Location: On the Eye-lond, mon!
Posts: 1,987
Downloads: 465
Uploads: 0


Default

Quote:
Originally Posted by banryu79 View Post
It depends. Mainly by the weather, 'cause with heavy sea your target will roll and pitch more, and its keel depth will change constanly by a large amount.

So, it could be that your mag torpedo will run well under your target keel at the intersect point... All in all with very bad sea/weather it is safer to opt. for impact and forget magnetic at all.

In any case my rule of thumb is (W stand for Wind):
W < 7 = 0.5 meter under the keel
7 < W > 12 = 1 meter under the keel
W > 12 = 2 meters if you feel lucky, or forget it at all.
If you are using h.sie's V16B1 patches, the Torpedo Failure Fix will cause your torps to run at max depth (25m) if torp depth setting <= 0.4 W. So using a shallow setting with the impact pistol won't alleviate the problem in heavy weather. Better to use magnetic in high winds. I can't say for sure, but I really doubt that keel depth changes due to sea state are modeled in SH3. I'd bet that 6m draft means 6m, period.
BigWalleye is offline   Reply With Quote
Old 03-24-14, 09:23 AM   #33
Aras
Helmsman
 
Join Date: Oct 2012
Location: Istanbul, Turkey
Posts: 102
Downloads: 48
Uploads: 0
Default

Quote:
Originally Posted by BigWalleye View Post
If you are using h.sie's V16B1 patches, the Torpedo Failure Fix will cause your torps to run at max depth (25m) if torp depth setting <= 0.4 W. So using a shallow setting with the impact pistol won't alleviate the problem in heavy weather. Better to use magnetic in high winds.
I agree, however the problem is Magnetic Pistols are known to have pre detonation problems in heavy weather / rough seas. Better fire them on short range (<= 1000m)
__________________

"Though I'm past 240 meters, I'm feeling very still and I think my u-boot knows which way to go ..."
Aras is offline   Reply With Quote
Old 03-24-14, 09:42 AM   #34
Mittelwaechter
The Old Man
 
Join Date: Apr 2007
Posts: 1,304
Downloads: 35
Uploads: 0
Default

Quote:
Originally Posted by Nukesub View Post
Hmmm, tried this. Nothing happens however, not even a "WE:" in the dialog box. Oh well, can't say we didn't try!
I assure you this little mod works perfectly.
Did you roll back the SH3 Commander before modifying the files?
Maybe you run some mod in JSGME that uses it's own menu/command files?


Torpedo ranges are easy:
G7a (T1/FAT/LUT) has a speed setting. Slow30kts/medium40kts/fast44kts goes 12.5/7.5/5 km.

Electric eels (TII/TIII/FAT/LUT) have only one speed - 30kts and go ~ 5 km (GWX).
In Stock SH3 there was a difference in range between TII and TIII versions. You can redo and use this to simulate preheating conditions.

The homing torpedos are different:
Falke 20kts - 7.5km
Zaunkoenig 24kts - 5.7 km

The keel is dancing up and down. With H.Sie's patch it may be impossible to hit your target with impact fuse in high seas.
If you have to use a magnetic, it is a good idea to shoot along the keel line - from the back. It doubles (at least) your chances to ignite the fuse as the keel may come down into the correct distance or the eel hits the stern section directly (if the keel is down right then and the torpedo doesn't bounce off).
__________________


10 happy wolves rear 90 blinded, ensnared sheep. 90 happy sheep banish the wolves.

Arrest the 1% - https://www.youtube.com/watch?v=dQ6hg1oNeGE
Mittelwaechter is offline   Reply With Quote
Old 03-24-14, 10:29 AM   #35
Jimbuna
Chief of the Boat
 
Jimbuna's Avatar
 
Join Date: Feb 2006
Location: 250 metres below the surface
Posts: 190,552
Downloads: 63
Uploads: 13


Default

Quote:
Originally Posted by BigWalleye View Post
I can't say for sure, but I really doubt that keel depth changes due to sea state are modeled in SH3. I'd bet that 6m draft means 6m, period.
Use external camera view in rough weather and look at the different depths the keel goes through as the ship pitches.
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!!

Jimbuna is offline   Reply With Quote
Old 03-24-14, 11:27 AM   #36
BigWalleye
Sea Lord
 
Join Date: Jul 2012
Location: On the Eye-lond, mon!
Posts: 1,987
Downloads: 465
Uploads: 0


Default

Quote:
Originally Posted by Jimbuna View Post
Use external camera view in rough weather and look at the different depths the keel goes through as the ship pitches.
I'm afraid that up-and-down motion of the image doesn't tell me anything about the modeling of the hull-torpedo interaction. Have you actually seen a magnetic run under a hull in heavy weather? IMO, direct visual observation of a torp running straight and true (with no porpoising to track the surface wave action) and the target hull moving up out of the detonation zone would be the only positive confirmation. I never use an external cam, so I've never looked for it it.
BigWalleye is offline   Reply With Quote
Old 03-24-14, 11:54 AM   #37
Mittelwaechter
The Old Man
 
Join Date: Apr 2007
Posts: 1,304
Downloads: 35
Uploads: 0
Default

^^

It works exactly like that.

And you can observe the perfect set mag-torpedo bouncing off, with the hull dunking deep.
__________________


10 happy wolves rear 90 blinded, ensnared sheep. 90 happy sheep banish the wolves.

Arrest the 1% - https://www.youtube.com/watch?v=dQ6hg1oNeGE
Mittelwaechter is offline   Reply With Quote
Old 03-24-14, 12:04 PM   #38
BigWalleye
Sea Lord
 
Join Date: Jul 2012
Location: On the Eye-lond, mon!
Posts: 1,987
Downloads: 465
Uploads: 0


Default

Quote:
Originally Posted by Mittelwaechter View Post
^^

It works exactly like that.

And you can observe the perfect set mag-torpedo bouncing off, with the hull dunking deep.
Doesn't the hull proximity cause detonation as the torp approaches the side of the hull when it is running above keel depth? Also, I thought the choices were "Impact Only" and "Impact + Magnetic". If so, then a shallow runner shouldn't bounce off, but should detonate when it smacks the side. Shouldn't it? Is it even possible to set the Pistol to "Magnetic Only"? No GUI I use shows that option.
BigWalleye is offline   Reply With Quote
Old 03-24-14, 12:07 PM   #39
Jimbuna
Chief of the Boat
 
Jimbuna's Avatar
 
Join Date: Feb 2006
Location: 250 metres below the surface
Posts: 190,552
Downloads: 63
Uploads: 13


Default

Quote:
Originally Posted by BigWalleye View Post
I'm afraid that up-and-down motion of the image doesn't tell me anything about the modeling of the hull-torpedo interaction. Have you actually seen a magnetic run under a hull in heavy weather? IMO, direct visual observation of a torp running straight and true (with no porpoising to track the surface wave action) and the target hull moving up out of the detonation zone would be the only positive confirmation. I never use an external cam, so I've never looked for it it.
Fair enough but I've seen many an eel porpoising as well as striking the side of the hull as the vessel pitches into the sea.

Quote:
Originally Posted by Mittelwaechter View Post
^^

It works exactly like that.

And you can observe the perfect set mag-torpedo bouncing off, with the hull dunking deep.
Rgr that.
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!!

Jimbuna is offline   Reply With Quote
Old 03-24-14, 01:03 PM   #40
BigWalleye
Sea Lord
 
Join Date: Jul 2012
Location: On the Eye-lond, mon!
Posts: 1,987
Downloads: 465
Uploads: 0


Default

OK, I'm convinced.

What about the pistol switch? Impact vs Magnetic? Or Impact vs Impact + Magnetic. The original Ubimanual says the latter. But GWX and NYGM don't. Was gibt?
BigWalleye is offline   Reply With Quote
Old 03-24-14, 01:59 PM   #41
BigWalleye
Sea Lord
 
Join Date: Jul 2012
Location: On the Eye-lond, mon!
Posts: 1,987
Downloads: 465
Uploads: 0


Default

Quote:
Originally Posted by BL!TZKR!EG View Post
Exactly! Never mess that up in range of the enemy...

Silent Service I says it this way: Mister Jimbuna is being re-assigned for training

Anyone remember that game?
'Course! It was the first, but it couldn't touch the original (and still great) Silent Hunter!
BigWalleye is offline   Reply With Quote
Old 03-24-14, 03:59 PM   #42
Mittelwaechter
The Old Man
 
Join Date: Apr 2007
Posts: 1,304
Downloads: 35
Uploads: 0
Default

The impact pistol was a mechanical device senitive to a direct push from the gear at the tip of the torpedo. If this push wasn't hard enough the pistol didn't ignite the payload and the torpedo bounced off.

The magnetic pistol was/is an electrical device (on by default) and easily to be switched off (disconnect a cable). It was/is sensitive to the change of the earths magnetic field - altered under a ships keel as by i.e. ore veins in the sea bed or by leaving the tube. The last fact made them arm the torpedo after a certain distance from the tube.
__________________


10 happy wolves rear 90 blinded, ensnared sheep. 90 happy sheep banish the wolves.

Arrest the 1% - https://www.youtube.com/watch?v=dQ6hg1oNeGE
Mittelwaechter is offline   Reply With Quote
Old 03-24-14, 05:10 PM   #43
ReallyDedPoet
Canadian Wolf
 
ReallyDedPoet's Avatar
 
Join Date: Jul 2006
Location: Canada. The one and only, East Coast
Posts: 10,886
Downloads: 946
Uploads: 5


Default

Quote:
Originally Posted by BL!TZKR!EG View Post
If that is not an addiction, tell me what it is
Fast Attack was my first subsim, SHII brought me here though

__________________

Back in the Day



ReallyDedPoet is offline   Reply With Quote
Old 03-24-14, 06:15 PM   #44
BigWalleye
Sea Lord
 
Join Date: Jul 2012
Location: On the Eye-lond, mon!
Posts: 1,987
Downloads: 465
Uploads: 0


Default

Quote:
Originally Posted by BL!TZKR!EG View Post
I just went downstairs and had a look into my shelf - and yes! I still own that original box of a 1985-Silent-Service-C64 !!!

Man, I am addicted to playing Subsims since almost 30 years now!

If that is not an addiction, tell me what it is
My copy (on a mini-flop IIRC) got tossed with my PCAT long, long ago!
BigWalleye is offline   Reply With Quote
Old 03-25-14, 05:34 PM   #45
flag4
Watch Officer
 
Join Date: May 2007
Location: as far away as possible
Posts: 1,625
Downloads: 147
Uploads: 0
Default

Quote:
Originally Posted by Nukesub View Post
5). Any advice on manual targeting? I have been using this video as a reference to learn:
...what a crackin' vid, many thanks Nukesub
__________________
[SIGPIC][/SIGPIC]
' We are here on Earth to fart around.
Don't let anybody tell you any different.'
Kurt Vonnegut
flag4 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 03:56 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.