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 4: Wolves of the Pacific
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 05-09-07, 02:09 PM   #1
banjo
Grey Wolf
 
Join Date: Mar 2005
Posts: 762
Downloads: 55
Uploads: 0
Default

I just tried something I discovered in SH3--shot torps at 3 tankers at the default depth. Sank two with two torps and one with 1 torp. It was always my opinion in SH3 that the default depth setting was as effective or more so than messing with them. I am beginning to think that's true in this game as well.
banjo is offline   Reply With Quote
Old 05-09-07, 02:21 PM   #2
Canonicus
XO
 
Join Date: Mar 2007
Location: In your baffles...
Posts: 434
Downloads: 624
Uploads: 7
Default

Thats a great read, mates......

...Homewood spins a story that's right up there with Beach
Canonicus is offline   Reply With Quote
Old 05-10-07, 10:49 AM   #3
Capt. D
Helmsman
 
Join Date: Aug 2006
Location: Warren, Michigan
Posts: 109
Downloads: 8
Uploads: 0
Default

Quote:
Originally Posted by Canonicus
Thats a great read, mates......

...Homewood spins a story that's right up there with Beach

That's the sequal to Final Harbor another great read. If you read that first Silent Sea will fall in place very well.

Happy Hunting
Capt. D is offline   Reply With Quote
Old 05-10-07, 09:52 PM   #4
-Pv-
The Old Man
 
Join Date: Apr 2006
Posts: 1,434
Downloads: 5
Uploads: 0
Default

If I get a good keel shot, it's very rare when I can't put a medium or smaller ship down with one or two torps. I've never had to fire more than 2 on large freighters or cruise ships if one of the hits was under the keel. I've never had a ship break in half unless one of the hits was a keel and those are satisfying enough to try for. I've also never had a ship keep going for very long after a keel hit even if the damage from it wasn't enough to sink it outright.
-Pv-
-Pv- is offline   Reply With Quote
Old 07-11-11, 12:29 AM   #5
gi_dan2987
Weps
 
Join Date: Jan 2011
Posts: 359
Downloads: 61
Uploads: 0
Default

Every ship has some amount of armored plating set to a certain depth below the waterline. Some more than others both in thickness and depth. Your fish with impact fuses need to be below that armored jacket to be truly effective. The SH4 user manual comes with all that information, and how many evenly spaced torps it should take to sink various types of ships. It is effective and usually works to specs if they're deep enough and you've got enough hits according to tonnage and type. One thing I don't agree with is a 4"/50 Cal. Deck gun taking 90 seconds to reload specifications put the test fire rate at 8-9 shells per minute, or a shot every 5-6 seconds or so. I can understand bad weather increasing that time somewhat, but if it's calm enough to man the guns, then it's calm enough to keep up with those fire rates. Sure I can see ships taking multiple hits from AP shells at the waterline and still staying above water, but it shouldn't take no 100 shells to put down a fishing trawler IMO there is some tweaking that needs to be done with these issues in RFB 1.4
gi_dan2987 is offline   Reply With Quote
Old 07-11-11, 01:07 AM   #6
Sailor Steve
Eternal Patrol
 
Sailor Steve's Avatar
 
Join Date: Nov 2002
Location: High in the mountains of Utah
Posts: 50,369
Downloads: 745
Uploads: 249


Default

1. You're responding directly to a post made three years ago. This can be confusing unless you announce it first. I started to read the thread avidly and was thrown off when I saw I had posted in it all that time ago.

2. Since you're new, I'll explain the history of the deck gun problem in Silent Hunter. That discussion started late in 2005 when Beery created his Real U-Boat Mod, the first supermod for SH3, and picked up again in 2007 when he started Real Fleet Boat for SH4. The problem is that the game doesn't take into account diminished reload speeds with increasing weather, nor does it account for the time involved in targetting. Beery read every piece of information he could find and concluded that on average the guns were fired every ninety seconds or so in actual combat. This was confirmed by Der Teddy Bar when he started the work expanding RUB into NYGM and then took over development on RFB.

Yes, they could be reloaded and fired in four-to-six seconds, but in the Second World War no guns were gyro-stabilized. Gunners had to fire "on-the-roll", just as they had in the sailing-ship era. This involves waiting until the hull is, in the gunner's estimation, perfectly level. Prior to the war US battleships had what they called the "stable element", a gyro-computer which kept the guns from firing until the ship was level, but this applied to battleships only. Immediately post-war a gyro system was developed that synchronized the fire-control periscopes and gun barrels so they could be fired at any time and any angle, but submarines had long since done away with the deck gun and never had an actual gun fire control center anyway. Also the submarine is a very poor gun platform.

In calm seas the guns could be fired quickly, but the ocean is rarely calm and the gunner has to wait. I don't like waiting that long either, and in SH3 have mine adjusted to fire every 15 seconds for the 8.8cm and 20 seconds for the 10.5cm guns, roughly equivalent to the 3.5" and 4" guns in SH4. Then again I rarely use the gun if the weather is anything but calm.
__________________
“Never do anything you can't take back.”
—Rocky Russo
Sailor Steve is offline   Reply With Quote
Old 07-11-11, 09:37 AM   #7
Daniel Prates
Grey Wolf
 
Join Date: Apr 2011
Location: Curitiba, Brazil
Posts: 938
Downloads: 65
Uploads: 0
Default

Of course, everything said below will only make any in-game difference if the player is using some real-damage mod. Stock and TMO, as I understand it, do not depict specific softspots in the ships and damage is calculated bluntly.
Daniel Prates is offline   Reply With Quote
Old 05-09-07, 02:22 PM   #8
sean705
Watch
 
Join Date: May 2007
Posts: 26
Downloads: 4
Uploads: 0
Default

I only go for un-escorted tankers, the one in convoys I usually leave alone. I've found the best tactic for me is to put a few fish into the tanker to slow it down (usually trying to aim for the aft end) and then surface and use HE deck gun ammo to set her ablaze
sean705 is offline   Reply With Quote
Old 05-09-07, 04:30 PM   #9
Silence
Watch
 
Join Date: May 2007
Location: Nebraska, U.S.
Posts: 17
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by sean705
I only go for un-escorted tankers, the one in convoys I usually leave alone. I've found the best tactic for me is to put a few fish into the tanker to slow it down (usually trying to aim for the aft end) and then surface and use HE deck gun ammo to set her ablaze
Thanks for the tip sean! Seems the deck gun is getting a lot of use. During my current mission I have sunk seven ships with it, and only used one torp! Saving me torps for the big stuff that shoots back.
__________________
"No matter where you travel, when you meet a guy who's been...
There's an instant kind of friendship 'cause we're brothers of the 'phin."
- Robert Reed, G.W. Carver (SSBN-656)
Silence is offline   Reply With Quote
Old 05-09-07, 05:13 PM   #10
NefariousKoel
Ace of the Deep
 
Join Date: Nov 2002
Location: No-good Missouri scum
Posts: 1,223
Downloads: 43
Uploads: 0
Default

Quote:
Originally Posted by banjo
I just tried something I discovered in SH3--shot torps at 3 tankers at the default depth. Sank two with two torps and one with 1 torp. It was always my opinion in SH3 that the default depth setting was as effective or more so than messing with them. I am beginning to think that's true in this game as well.
I've been mixing it back and forth too. It kinda seems that at default depth (or only slightly lower) it is most effective.
__________________
"When Gary told me he had found Jesus, I thought, Yahoo! We're rich! But it turned out to be something different." - Jack Handey
NefariousKoel is offline   Reply With Quote
Old 05-09-07, 05:43 PM   #11
donut
The Old Man
 
Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
Med/Lg.Tankers

The consensus is correct, they are tough! Tactic:the engine rm.is under the stack,
fuel storage,is right aft of crude bunkers,& 10 ft. below waterline,just fwd of aft bridge.try 2 torps in that sweet spot,leave her hove to,& gun her down,after you clean the convoy's clock,& all is cool. We did a photo op,and there was a lg.Tanker
in-port.After 2 fish to the fuel,she lit up,but had to shell her to get destroyed!

Last edited by donut; 05-09-07 at 06:10 PM.
donut is offline   Reply With Quote
Old 05-09-07, 11:16 PM   #12
Cap'n Crabs
A-ganger
 
Join Date: Mar 2002
Location: Kentucky
Posts: 71
Downloads: 3
Uploads: 0
Default

I agree with Banjo, large tankers aside, cause they are tough. But any other ship, I set my torps at 8-9 in depth and seem to have much more success than trying to set them deeper or under the keel. Shallow for the win!
Cap'n Crabs is offline   Reply With Quote
Reply

Thread Tools
Display Modes

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 06:53 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.