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Old 07-21-10, 10:19 AM   #1
Jimbuna
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Quote:
Originally Posted by wolfpack_jim View Post
May i have some information about the colours of the sweet areas please
e.g what goes whith red; yellow blue etc

thnx...
Here's the chart:

http://www.filefront.com/13792872/shipchart.pdf

Green = Propulsion
Purple = Magazine
Yellow = Machinery
Red = Fuel
Blue = Keel/Bunker

IIRC
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Old 07-21-10, 07:07 PM   #2
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As a general rule, I want to use one torpedo detonation per 6-8,000 tons.

But in order to get a torpedo detonation, I may have to launch more than one torpedo to compensate for the dud rate.

Then I have to factor in how many torpedoes I need to launch to get the right number of torpedo hits. Torpedoes do miss either due to my error (90%) or other causes (10%).

Depending on the circumstance and the firing solution, I may need to launch three torpedoes in order to make sure I get the intended one torpedo detonation. This, I feel, is a realistic strategy that I believe Kaluens had to deal with in real life.

Now if you are playing with no duds and auto targeting, this won't apply to your game play.
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Old 07-21-10, 07:41 PM   #3
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Maybe I'm too cautious but anything other than a tiddler gets 2 torps,but score a dud and a miss and it's surface for gunnery practice (weather permitting) usually to slow the target down or stop him and a torp to finish him off.
In a large convoy I might just aim to slow the targets down with 1 torp apiece right below the stack in the hope they'll fall behind and be easy pickings,though any juicy targets will get 2 to try and take them out.
Dontcha just love it ?
You can setup the perfect shot,all the calculations have been made,position's good,he's right in the scope,LOS.....
Oooooh the waiting,and then....clunk ,and while your torp sinks to the seabed you throw the keyboard at the cat,hoof the 'puter out the window,yell at the neighbour's kids that no,they can't get their ball back,but you'll be back....we always come back.
Gotta love this game

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Old 07-22-10, 12:59 AM   #4
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The other day I sank my first ore carrier. My eel hit her right in middle and I thought maybe I would get to see a Titanic like sinking. However, for two hours she kept on going at 3/4 knots and I finally came up and gave her around 20 rounds from my deck gun. Another two hours, still nothing.

So I finally used one more eel and this time after another hour I finally hear 'she's going down!' Hard work rewarded.

A noob question, what is the difference between impact and magnetic torpedoes? I know how it works, I mean what are the advantages and disadvantages of each of em?
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Old 07-22-10, 09:16 AM   #5
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Quote:
Originally Posted by Arctic wolf View Post
A noob question, what is the difference between impact and magnetic torpedoes? I know how it works, I mean what are the advantages and disadvantages of each of em?
To expand on Steve's answer a little, an eel set for magnetic doesn't actually have to hit the target - an eel set for detonation on impact does, and as many of us have found out the hard way, it needs to hit it at an angle that will actually make it go boom instead of just glancing sideways or downwards off the side/bottom of the target.

A magnetic eel is detonated (or should be) when it passes through the electro-magnetic field created by the metal hull of a ship. That gives a wider variety of likely "good" shots because the "angle of impact" is no longer crucial. And if you send the eel directly under the keel of your target, when it goes boom you can get the devastating results Steve has already described. You're not putting a hole in the side of the ship, you're basically gutting her from the bottom up.
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Old 07-22-10, 09:27 AM   #6
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Quote:
Originally Posted by frau kaleun View Post
To expand on Steve's answer a little, an eel set for magnetic doesn't actually have to hit the target - an eel set for detonation on impact does, and as many of us have found out the hard way, it needs to hit it at an angle that will actually make it go boom instead of just glancing sideways or downwards off the side/bottom of the target.

A magnetic eel is detonated (or should be) when it passes through the electro-magnetic field created by the metal hull of a ship. That gives a wider variety of likely "good" shots because the "angle of impact" is no longer crucial. And if you send the eel directly under the keel of your target, when it goes boom you can get the devastating results Steve has already described. You're not putting a hole in the side of the ship, you're basically gutting her from the bottom up.
So I guess the depth of the torpedo has to be increased for magnetic, otherwise it'd just be impacting... this could increase my stats somewhat!
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Old 07-22-10, 09:49 AM   #7
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Quote:
Originally Posted by Herr-Berbunch View Post
So I guess the depth of the torpedo has to be increased for magnetic, otherwise it'd just be impacting... this could increase my stats somewhat!
I usually set depth on magnetics to run (I hope) within 1 meter of the ship's draft - below it in calm water of course but above it if the sea's bouncing her around a bit. If the water's really rough and I still want to go magnetic I'll even set the depth the same as for impact just to be sure.

The nice thing about a magnetic is that even if it hits the target, it's still going to go off because if it hits, it's definitely inside the EM field. And it seems to negate the problem of impact eels bouncing off without detonating because of the angle of approach was outside the optimum range.
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Old 07-22-10, 07:30 AM   #8
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Originally Posted by Platapus View Post
Torpedoes do miss either due to my error (90%) or other causes (10%).
Ha, we've obviously been reading the same instruction manual, written by Bernard - well it was cheap
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Old 07-22-10, 08:17 AM   #9
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Quote:
A noob question, what is the difference between impact and magnetic torpedoes? I know how it works, I mean what are the advantages and disadvantages of each of em?
Magnetic torpedoes should cause more damage, and the game documentation says that they do (there is a passage somewhere that says even a battleship can be sunk with a single magnetic torpedo shot under the keel.

The reason why they are so destructive is because

1) the force of the explosion is vented up into the belly of the ship, rather than away from the hull due to hydrostatic compression for a side impact shot.

2) by replacing the water under a ship, which supports it, with a huge bubble of gas, which does not, the hull can structurally fail.

The problem with magnetic torps in-game is that they have a tendency to pre-detonate on long-range shots. I do not believe I have ever seen one pre-detonate under 1000m, and surely not under 500m.

You can also have outright duds, if you have dud torpedoes turned on, just like with impact torpedoes.

Steve
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Old 07-22-10, 08:18 AM   #10
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I'll point out that the recent torpedo attack by the North Koreans seems to have been a magnetic shot.

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Old 07-22-10, 09:46 AM   #11
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Quote:
Originally Posted by maillemaker View Post
I'll point out that the recent torpedo attack by the North Koreans seems to have been a magnetic shot.

Steve
When did this happen????
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Old 08-04-10, 07:10 AM   #12
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Quote:
Originally Posted by jimbuna View Post
Here's the chart:

http://www.filefront.com/13792872/shipchart.pdf

Green = Propulsion
Purple = Magazine
Yellow = Machinery
Red = Fuel
Blue = Keel/Bunker

IIRC
Wasn't there a rec manual with these "sweet spots" outlined?
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Old 08-10-10, 06:13 PM   #13
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Quote:
Originally Posted by Sandman_28054 View Post
Wasn't there a rec manual with these "sweet spots" outlined?
I honestly can't remember
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Old 08-10-10, 08:33 PM   #14
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The Germans suffered a number of problems with their torpedoes. One was the torpedo running deeper than set. I believe they found the cause to be related to the internal pressure of the U-boat itself. Over time, air pressure builds up inside a U-boat, due to the many tiny leaks in the air lines. Over time, a significant amount of escaped air will build up pressure inside a submerged U-boat, and this increased air pressure affected the depth keeping mechanism. This is the reason why the hatches on a submerged U-boat spring open when unlatched. You may see this in the film, Das Boot. One reason why that film is the Holy Grail of submarine films is because it gets 1,001 tiny details correct, unlike that dog's puke of a film known as U-571.

Another problem was with the magnetic pistols, as discussed here. The reason why the Norway campaign brought this to light is because so many magnetic pistols malfunctioned. Later study brought the cause to light: the high content of iron ore in the seabed of the North Sea affected the magnetic pistols.

Between the two causes above, many ships survived which otherwise would have been hit.

The reason why some impact pistols fail to detonate is because they do not actually hit the hull. The feelers at the tip of the torpedo have to strike the hull and be pressed down to detonate. A torpedo striking at a less than optimal angle runs the risk of the feelers not actually hitting the hull. Instead, the rounded portion of the torpedo head hits and the torpedo fails to explode.
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Old 03-09-12, 11:47 PM   #15
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Quote:
Originally Posted by jimbuna View Post
I honestly can't remember
Tis a PDF file that I downloaded a while a go from Convaros Document files (Great reference materials, seriously, everything from ship recs to maps to tactics)

And in GWX 3 I BELIEVE when you line up a perfect 90* shot within 2* or so and and look at your notepad when you lock on, you will see the colors and be able to click on them to auto aim there. That is if you have lock enabled. Man its been too long since Ive played, Im ordering a beast laptop soon and soon Ill be able to play GWX, Sh4 and Sh5 finally and a multitude of other games to occupy my time
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