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Old 04-05-07, 08:06 PM   #1
Simets
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Default Where to hit???

Ok, I was wondering if you, people can post something about hitting your targets. And by this I don't mean finding solution. The thing is that I have a problem with ship sinking. Hell, I swear that sometimes I put 4-5 torpedoes in a merchant and it won't go down. That hasn't been happening to me in SHIII .
That's why I would like you to post something about your sinkings. For example, what do you aim at? Bow, stern, middle of the ship? How many torps? Are you trying to hit one part of the target ship with several torpedos, or are you trying to hit several different parts of the ship with single torps? How many meters/feet below kiel do you set your torp depth etc. etc. etc.
I would really apreciate some help.
Thx in advance.
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Old 04-05-07, 09:07 PM   #2
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I think the consensus is that the ship damage model is a bit off for some ships. That being said, it is sometimes just a matter of time. Wait a few hours or so and you may be surprised to see the ship eventually.

Now, with all things working right, I suggest you place one fish under the stack, a 2nd fish on the rear third and if needed a 3rd fish on the first third. Hit the target as low as possible, but if you need a 3rd or 4th fish, place them high in my opinion.

Why at or near the water line? You gotta spread the love(damage) for no other reason. I believe O'Kane or Calvert experienced first hand how effective it actually was to blow the side out of a ship(espeically when you run the risk of having afish run too deep and miss altogether). Also in theory, especially if you are after a tanker, the hole in or near the bottom doesnt cause any flooding if the deck seals hold. The floating oil will not make room for more water to flood in. But if you place a hole low and high, the oil can spill out the top hole allowing water to take its place through the bottom hole. Its like punching an air hole at the top of a bottle to make it easier to pour...lets you get that pesky air or fuel out that is pushing against the incoming water.
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Old 04-05-07, 09:38 PM   #3
ccruner13
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except i hit a tanker with 8 torpedoes high and low and opposite sides and only one breached the hull and it was hardly a hole at all. i just dont waste my time on tankers anymore
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Old 04-06-07, 09:38 AM   #4
Simets
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Ok, I just want to know, how many torps do you use for each kind of ship? And in what order/settings? For example at larger merchant, do you shoot 2 under keel (middle and rear) and than one at the waterline in the front? (This is something I've been thinking about, but correct me please if it isn't good).
Also, how deep under keel? 1 meter, 2 (6 feet, 7)?
Cheers
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Old 04-06-07, 10:21 AM   #5
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I think one perhaps 2 under the keel of a merchant or tanker should finish it, but... getting the torps there reliably is another matter. I believe you want to be within 2m, the closer the better.
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Old 04-06-07, 10:25 AM   #6
NefariousKoel
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Someone mentioned putting 2 quick ones on Contact fuses right in the center usually gets something good and blow'd up. I've had it work well for me when I'm quick on firing both tubes on Contact fuses.

Of course duds, or semi-duds as this game seems to have, can ruin your day if they explode too early (magnetic) or bounce off. I've been setting torpedo depth between 5 and 10 feet on contact normally due to variation in torpedo run depth (as all were historically a problem with mk 14s).
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Old 04-06-07, 11:15 AM   #7
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Quote:
Originally Posted by NefariousKoel
Someone mentioned putting 2 quick ones on Contact fuses right in the center usually gets something good and blow'd up. I've had it work well for me when I'm quick on firing both tubes on Contact fuses.

Of course duds, or semi-duds as this game seems to have, can ruin your day if they explode too early (magnetic) or bounce off. I've been setting torpedo depth between 5 and 10 feet on contact normally due to variation in torpedo run depth (as all were historically a problem with mk 14s).
What exactly is "Contact fuse"? Is that the part of the ship where the engine is?
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Old 04-06-07, 11:23 AM   #8
NefariousKoel
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Quote:
Originally Posted by Simets
Quote:
Originally Posted by NefariousKoel
Someone mentioned putting 2 quick ones on Contact fuses right in the center usually gets something good and blow'd up. I've had it work well for me when I'm quick on firing both tubes on Contact fuses.

Of course duds, or semi-duds as this game seems to have, can ruin your day if they explode too early (magnetic) or bounce off. I've been setting torpedo depth between 5 and 10 feet on contact normally due to variation in torpedo run depth (as all were historically a problem with mk 14s).
What exactly is "Contact fuse"? Is that the part of the ship where the engine is?
The fuse is on the head of a torpedo. It's what triggers it to explode.
It's the top right switch above the torpedo settings pull-out menu. It says Contact or Influence and you want to switch each torpedo from the default Influence over to Contact before firing each torpedo. If you wait too long it'll reset itself to Influence (magnetic). The american magnetic detonators on the torpedoes were way too touchy and mine often explode before getting close enough to cause damage.
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Old 04-06-07, 11:28 AM   #9
Simets
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Quote:
Originally Posted by NefariousKoel
Quote:
Originally Posted by Simets
Quote:
Originally Posted by NefariousKoel
Someone mentioned putting 2 quick ones on Contact fuses right in the center usually gets something good and blow'd up. I've had it work well for me when I'm quick on firing both tubes on Contact fuses.

Of course duds, or semi-duds as this game seems to have, can ruin your day if they explode too early (magnetic) or bounce off. I've been setting torpedo depth between 5 and 10 feet on contact normally due to variation in torpedo run depth (as all were historically a problem with mk 14s).
What exactly is "Contact fuse"? Is that the part of the ship where the engine is?
The fuse is on the head of a torpedo. It's what triggers it to explode.
It's the top right switch above the torpedo settings pull-out menu. It says Contact or Influence and you want to switch each torpedo from the default Influence over to Contact before firing each torpedo. If you wait too long it'll reset itself to Influence (magnetic). The american magnetic detonators on the torpedoes were way too touchy and mine often explode before getting close enough to cause damage.
Right. Sorry stupid question. I'm familiar with this (played SHII and III) but I interpreted your post wrong. Now I get it. Thanks a lot man.
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Old 04-06-07, 11:54 AM   #10
Van Diemen
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Quote:
Originally Posted by NefariousKoel
Someone mentioned putting 2 quick ones on Contact fuses right in the center usually gets something good and blow'd up. I've had it work well for me when I'm quick on firing both tubes on Contact fuses.

Of course duds, or semi-duds as this game seems to have, can ruin your day if they explode too early (magnetic) or bounce off. I've been setting torpedo depth between 5 and 10 feet on contact normally due to variation in torpedo run depth (as all were historically a problem with mk 14s).
Just try to get the torpedo just in front of the command deck. Ussually some fuel tanks are located there or the engine room (set torpedo running depth to 1 or 2 meters) . Also it seems that the Old class merchants are considerbly easier to sink than the modern merchant class vessels (which is historically correct), for example I have been able to destroy a modern class fuel tank, but the vessel didn't sink! While old class vessels or the vessels in SH3 nearly always sunk after a torpedo hit in the fuel tank.
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Old 04-06-07, 12:38 PM   #11
walsh2509
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i have found that setting the torps to about 1.5/2meters off the draft of a ship has a vastly different effect on the ship as I would get from the default depth setting of torps.

On default setting it took 10 torps each to sink 2 Large Oil Tankers 10,000tns, but later when I set my torps to 5mts on a draft of 7.5, I hit one large oil tanker on my bow with 6 and the other on my stern with 4, both sank.

I went after the 3rd Large Oil Tanker in the convoy with only 1 of my torps reloaded, I sat and as her 90 come on my bow I hit her with that torp, I thought at least it might slow her down until the crew can get some more reloaded. It hit her midships, and seconds after the splash came some smoke and flames, less than 10 seconds after the smoke and flames, this 10,000tn Oil Tanker exploded and sank. 1 torp.
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Old 04-06-07, 01:09 PM   #12
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I would make sure you have the correct depth set. Merchants go down with 14 to 16 feet set in the TDC. I try to hit as low as I can. I even try to make it explode right under the keel with impact or influence setting. Hope that helps
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