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 III
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 06-08-16, 08:54 PM   #1
Dr_Sir
Watch
 
Join Date: Mar 2016
Posts: 18
Downloads: 24
Uploads: 0
Support Help with the T3 tanker

Hi all

I just came across a T3 tanker, and thought it looked like quite a juicy target. so I have a save file that gives me just enough time to set the depths of my torps and open the tubes to fire for a square on 90 degree angle on impact. but the bugger won't go down! I tried firing in the middle of the ship in an effort to snap it in two, I also tried the rear, its taking me a salvo of 3 torpedo's to take this tanker down and I'd really like to narrow it down to a 1 or a two. I know I should be aiming at the rear of the tanker and I set my torps to a depth of 5 meters. both on magnetic I believe, because thats the default setting, I have no idea what impact does.

I suppose this just helps me get better at shooting but its startled me a bit, most ships I torp will go down with one well placed shot to the middle of the shop or the engine room, but clearly the tankers take more of a beating
Dr_Sir is offline   Reply With Quote
Old 06-08-16, 09:51 PM   #2
Mittelwaechter
The Old Man
 
Join Date: Apr 2007
Posts: 1,304
Downloads: 35
Uploads: 0
Default

Aim just after the bow section - maybe 20% of the hull - and the T3 will shovel itself full of water and under the surface by its sheer mass moving forward.

The default setting for your torpedos is the magnetic fuse (while the impact fuse allways stays functional!). This fuse shall be activated by the magnetic field of the ships keel, so the running depth of the torpedo with this fuse activated has to be set ~ 1 meter below the targets keel. A T3 needs ~ 13 meters iirc - check your recognition manual.
If you are in a favourable attack position (~ 90° +/- 20° AOB) you may want to use the impact fuse only - by switching the knob to "I" - and avoid any possible premature detonations of your torpedo while moving over the seabeds magnetic abnormalities, causing the early end of the mag fused eels.
Here you have to set the running depth a few meters above the ships keel, to avoid the rounded hull deflecting your torpedo downward into the abyss without igniting the warhead.
A bad angle of impact into the hull will deflect the torpedo equally. Make sure your impact fused eel will hit within 90° +/- 30° and it will detonate.
__________________


10 happy wolves rear 90 blinded, ensnared sheep. 90 happy sheep banish the wolves.

Arrest the 1% - https://www.youtube.com/watch?v=dQ6hg1oNeGE
Mittelwaechter is offline   Reply With Quote
Old 06-09-16, 05:50 AM   #3
Dr_Sir
Watch
 
Join Date: Mar 2016
Posts: 18
Downloads: 24
Uploads: 0
Default

Quote:
Originally Posted by Mittelwaechter View Post
Aim just after the bow section - maybe 20% of the hull - and the T3 will shovel itself full of water and under the surface by its sheer mass moving forward.

The default setting for your torpedos is the magnetic fuse (while the impact fuse allways stays functional!). This fuse shall be activated by the magnetic field of the ships keel, so the running depth of the torpedo with this fuse activated has to be set ~ 1 meter below the targets keel. A T3 needs ~ 13 meters iirc - check your recognition manual.
If you are in a favourable attack position (~ 90° +/- 20° AOB) you may want to use the impact fuse only - by switching the knob to "I" - and avoid any possible premature detonations of your torpedo while moving over the seabeds magnetic abnormalities, causing the early end of the mag fused eels.
Here you have to set the running depth a few meters above the ships keel, to avoid the rounded hull deflecting your torpedo downward into the abyss without igniting the warhead.
A bad angle of impact into the hull will deflect the torpedo equally. Make sure your impact fused eel will hit within 90° +/- 30° and it will detonate.
I put two torpedo's right into the bow of the ship at a depth of about 9 metres set to impact. it didn't even sink an inch, just realised there was a U boat around and started to take evasive manoeuvres...so that didn't work

Last edited by Dr_Sir; 06-09-16 at 06:23 AM.
Dr_Sir is offline   Reply With Quote
Old 06-09-16, 06:19 AM   #4
Aquelarrefox
Commander
 
Join Date: Apr 2013
Location: Buenos Aires
Posts: 456
Downloads: 159
Uploads: 0
Default

are you playing with any mod. Becose the mods modify the struture of damage. then (realy i dont know how far is this true becose you cannot know wich is the type of cargo) depending of the petrol, gasoil, airplane fuel or balast (water) is more easy or complex to sunk one of this ships.

in my experience tankers are more suitables of impact explotion than keel shoots, mybe by flloding moddels or maybe i was shooting ballast cargo.

http://www.subsim.com/radioroom/showthread.php?t=157483
__________________
Having a HARD TIME with CONSOLIDATE GRANMA MOD...
Aquelarrefox is offline   Reply With Quote
Old 06-09-16, 06:29 AM   #5
Dr_Sir
Watch
 
Join Date: Mar 2016
Posts: 18
Downloads: 24
Uploads: 0
Default

Quote:
Originally Posted by Aquelarrefox View Post
are you playing with any mod. Becose the mods modify the struture of damage. then (realy i dont know how far is this true becose you cannot know wich is the type of cargo) depending of the petrol, gasoil, airplane fuel or balast (water) is more easy or complex to sunk one of this ships.

in my experience tankers are more suitables of impact explotion than keel shoots, mybe by flloding moddels or maybe i was shooting ballast cargo.

http://www.subsim.com/radioroom/showthread.php?t=157483
Hmm, the only time I have sunk this tanker (I'm just testing my accuracy at this point) was is a salvo of 3 torpedo's to the Keel, so it took on water causing the bow to rise. my main issue is I'm firing my quite valuable electrics at a torpedo proof **** (not entirely accurate but it seems that way)

so could I immobilise it with electrics and then sink it with a couple of gas powered torps? would that be more efficient as electrics are by far the better torpedos in my experience
Dr_Sir is offline   Reply With Quote
Old 06-09-16, 10:15 AM   #6
Mittelwaechter
The Old Man
 
Join Date: Apr 2007
Posts: 1,304
Downloads: 35
Uploads: 0
Default

Sometimes it takes them an hour or more to sink. In stormy conditions they go down faster, in calm seas or moving slow they may take more time.

Don't hit the same spot twice - and don't go for the bow itself.



Try to hit them there! One eel only!

(in general "under the fore mast" - it opens up two compartments - fore and aft the mast)

The steamers are as good as the electrics to sink a target. You may chose wisely what torpedo and what pistol (and depth setting!) to use according to the given conditions.

Steamers are longer range and faster than electrics if you want. At night the bubbles are no problem. The only advantage of electrics is the lack of a bubble trail. They are slow and have a shorter range by design.
The pistol function is not related to the torpedo type.

Describe the situation you are in.

What are the weather conditions? Daytime? What is your position in relation to the T3? Are you submerged? Are you detected? What other U-Boot is there around? Is the T3 zagging? What is the T3's speed?

How do you observe the result of your measures? Event camera? Periscope?

Do you hover/F12 over to the T3 and watch your eels hit? How long do you wait and observe, until you decide to reload?

And do you play any mod?
__________________


10 happy wolves rear 90 blinded, ensnared sheep. 90 happy sheep banish the wolves.

Arrest the 1% - https://www.youtube.com/watch?v=dQ6hg1oNeGE

Last edited by Mittelwaechter; 06-09-16 at 10:41 AM.
Mittelwaechter 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 01:10 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.