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Old 06-27-10, 08:17 PM   #1
krashkart
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Quote:
Originally Posted by Ahmed_Yjj View Post
BTW - how You deal with speadboats if You can not use a deck gun because of weather? What is tactics against warships when You can not use torpedoes? Dive and tray to slip away while repairing damage?

Thanks for answers.
Hi Ahmed_Yjj. Those little torpedo boats aren't worth the ammunition. They move too fast for the deck gun, so if one spots you while you are surfaced it is best practice to dive and slip away. Don't waste any torpedoes on them, either. The only real good thing about them is that they aren't equipped with detection gear.

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Old 06-28-10, 12:21 AM   #2
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Playing GWX. There is no good way to sink speed boats.

They are too small and agile to hit with torpedos.
They are hard to hit with the deck gun, and the damage model baffles me a little (they can continue to harass you after a dozen 105mm hits).
They will die to flak, but probably not before shooting you up a bit.

Smaller means harder. Killing destroyers is easy (nail on the approach, or even by intuition if they circle), armed trawlers have a nicely rounded bottom, making magnetic torps less reliably lethal, speed boats are definitely better evaded than fought.
I'm just happy there are no armed rubber ducks.
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Old 06-28-10, 04:29 AM   #3
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Another thing that will cause torpedoes to bounce off is if you are too close to your target. A torpedo has to run about 400M before it will arm. Torpedoes will usually explode if your angle is within 30 degrees of 90 degrees either side but, the closer to 90 degrees the better.
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Old 06-28-10, 09:44 AM   #4
dfscott
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Here's a good thread that will help you get set up for those 90 degree angle shots:

http://www.subsim.com/radioroom/showthread.php?t=88961

I found this invaluable when I was getting started and still use a lot of it today.
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Old 06-28-10, 09:58 AM   #5
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Great reference dfscott.. probably one of the best written for that task
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Old 06-28-10, 09:19 AM   #6
MarinS
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I agree with Torp III and ralphnader23! You can set torpedo depth run even on 4 meters below the water line and make successful hit!
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Old 06-28-10, 09:36 AM   #7
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If your torpedo does not detonate on impact, here are the reasons:

1) Dud torpedo (assuming you have this turned on)
2) Too steep an impact on the hull of the ship. This can happen in two axis - to steep an angle relative to the surface of the water, or too steep an angle by striking too deep on the hull of the ship.
3) Too close for torpedo to arm (about 300m).

Magnetic torpedoes will not detonate if they pass too deep under the ship, or if they are duds. Chances of magnetic duds increases greatly at ranges over 1000m.

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Old 06-29-10, 05:28 AM   #8
Paul Riley
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Quote:
Originally Posted by MarinS View Post
I agree with Torp III and ralphnader23! You can set torpedo depth run even on 4 meters below the water line and make successful hit!
4 metres is VERY deep,you would be lucky for the torpedo to detect the ship's magnetic field at that depth,I would say set it no deeper than 2m.
Most people agree that 1 - 1.5m below the keel is a good depth.
Also bear in mind that early war torpedoes had problems with depth keeping mechanisms,causing torpedoes to suddenly drop to the bottom before making contact,and this has happened once or twice with me,doesnt happen a lot but it CAN happen.The Germans finally solved this problem later on,I forget exactly when,sometime after the invasion of Norway I think.

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Old 06-29-10, 05:37 AM   #9
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Paul..
He said 4 meters below the water line.. not the keel
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