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Old 06-01-15, 09:41 AM   #1
MCM
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Default where are the critical zones of a merchant to hit a torpedo? (where to aim?)

Hi,

I already know to put a magnetic torpedo right under the kiel in the middle of a ship can destroy a merchant at once... but what about impact torpedos? Where are the critical zones to hit a ship? Directly under the chimney because there is the machine room?

THX
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Old 06-01-15, 12:26 PM   #2
mobucks
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My current career is 5 patrols, 42 ships sunk, ~200,000 tons. Real Nav. All the torpedo faliures ON.

I fire at least two torpedoes at every ship, and never worry about where they blow up, only that they blow up. Impact pistol only, non-storm conditions only. (everything seems to dud in high seas)
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Old 06-01-15, 02:57 PM   #3
sshellokitty
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I would stick to impact as well, with one exception. If you for what ever reason have to fire at a ship from an extreme angle I would use magnetic because the torpedo will glance off the ship if it is set to impact.

Last edited by sshellokitty; 06-01-15 at 04:18 PM.
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Old 06-01-15, 03:53 PM   #4
KapitanFrank
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but never in any case should you find yourself at such angles unless you had a bad approach, in case you do, i would generally go the opposite direction from the ship and use my aft tube, then, when weakened, turn it around and finish it off (if necessary)
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Old 06-01-15, 04:54 PM   #5
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always try to put your u-boat close as possible to AOB 90° ( when is possible and u have time for that ) and also shot 2 torpedo on the ship but with 1 of the torpedo try to aim for the middle of the ship.
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Old 06-02-15, 06:09 AM   #6
vdr1981
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Engine room on most SH5 ships is generally located slightly behind superstructure, that's where you should aim...

The best solution is to use magnetic detonators so that torpedo can detonate below keel and slightly behind superstructure. That way keel, two flotability zones(port/stb) and engine room damage zones will be destroyed from single torpedo and there is no way that ship can survive...However, this can be tricky with unreliable magnetic detonator at the beginning of the war...

Last edited by vdr1981; 06-02-15 at 06:15 AM.
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Old 06-02-15, 10:51 AM   #7
maillemaker
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I just used a spread of magnetic torpedoes to hit a battleship traveling in the midst of a ring of escorts. I could not get a good shot through the screen so I set all the fish to run at 9m so they would pass under the escorts and hit the battleship.

One hit - battleship came to a dead stop with screws not moving, and then CTD when I tried to take a screen shot.

Steve
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Old 06-02-15, 01:50 PM   #8
vdr1981
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Quote:
Originally Posted by maillemaker View Post

One hit - battleship came to a dead stop with screws not moving, and then CTD when I tried to take a screen shot.

Steve
Confirmed but I still cant reach why is this happening. For now I only know that this CTD will happen when task force leader is damaged in a certain way. To avoid this use more torpedoes so that unit can "die" faster. It seems also that using electric engines and active escorts evading will also prevent CTD...You can test this with this mission... http://www.subsim.com/radioroom/show...postcount=3998

Last edited by vdr1981; 06-04-15 at 04:46 AM.
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