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#1 |
Grey Wolf
![]() Join Date: Mar 2005
Posts: 762
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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.
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#2 |
XO
![]() Join Date: Mar 2007
Location: In your baffles...
Posts: 434
Downloads: 624
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Thats a great read, mates......
...Homewood spins a story that's right up there with Beach ![]() |
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#3 | |
Helmsman
![]() Join Date: Aug 2006
Location: Warren, Michigan
Posts: 109
Downloads: 8
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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 ![]() |
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#4 |
The Old Man
![]() Join Date: Apr 2006
Posts: 1,434
Downloads: 5
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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- |
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#5 |
Weps
![]() Join Date: Jan 2011
Posts: 359
Downloads: 61
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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
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#6 |
Eternal Patrol
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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.
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#7 |
Grey Wolf
![]() Join Date: Apr 2011
Location: Curitiba, Brazil
Posts: 938
Downloads: 65
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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.
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#8 |
Watch
![]() Join Date: May 2007
Posts: 26
Downloads: 4
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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
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#9 | |
Watch
![]() Join Date: May 2007
Location: Nebraska, U.S.
Posts: 17
Downloads: 0
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__________________
"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)
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#10 | |
Ace of the Deep
![]() Join Date: Nov 2002
Location: No-good Missouri scum
Posts: 1,223
Downloads: 43
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__________________
"When Gary told me he had found Jesus, I thought, Yahoo! We're rich! But it turned out to be something different." - Jack Handey |
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#11 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
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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. |
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#12 |
A-ganger
![]() Join Date: Mar 2002
Location: Kentucky
Posts: 71
Downloads: 3
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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!
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