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 06-28-10, 12:21 AM   #16
Iranon
Loader
 
Join Date: Sep 2009
Posts: 89
Downloads: 19
Uploads: 0
Default

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.
Iranon is offline   Reply With Quote
Old 06-28-10, 04:29 AM   #17
HW3
Navy Seal
 
Join Date: Apr 2005
Location: Gresham Oregon
Posts: 6,576
Downloads: 458
Uploads: 0


Default

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.
__________________


"Some ships are designed to sink...others require our assistance." Nathan Zelk
HW3 is offline   Reply With Quote
Old 06-28-10, 05:09 AM   #18
Gerald
SUBSIM Newsman
 
Gerald's Avatar
 
Join Date: May 2008
Location: Close to sea
Posts: 24,254
Downloads: 553
Uploads: 0


I now at eels....

Quote:
Originally Posted by HW3 View Post
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.
Must run at least 300m for example ,but are 400m to prefer
__________________
Nothing in life is to be feard,it is only to be understood.

Marie Curie





Gerald is offline   Reply With Quote
Old 06-28-10, 06:10 AM   #19
Paul Riley
Ocean Warrior
 
Join Date: Aug 2008
Location: Sheffield, England
Posts: 2,679
Downloads: 165
Uploads: 0
Default

I like to use around 500m as the minimum safe distance,don't ask me why I just do,300m feels too close,400m is ok I guess,500m seems JUST about right
This of course doesnt apply if ever I get the chance to attack a convoy from within (firing ranges will then be very short),which is not that often,and would only be attempted really early in the war!
__________________
Best Patrol: 10 merchants + HMS Nelson for 68.056 Tonnes
Paul Riley is offline   Reply With Quote
Old 06-28-10, 06:54 AM   #20
donw
Sonar Guy
 
Join Date: Dec 2001
Location: Indiana
Posts: 386
Downloads: 25
Uploads: 0
Default

Welcome aboard Ahmed_Yjj
Since you are new to the game, thought I'd jump in here real quick and just clarify what the other folks have already covered, regarding the angle the fish hits your target..

Just wanted to make sure you understood, it is not so much the 90 deg angle that your boat is to the target at the time you fire that is so important.. as it is making sure the torpedo IMPACTS at said 90 deg.. or as close to that as you can get..

Your boat may be as much as 30-40 deg away from a perfect 90 deg when you fire...but if you fire from a long distance, by the time it arrives at the impact point, it should be as close as you can make it to 90 deg.. which will "improve" your chances of not bouncing off..

However... as stated...it will never be 100% assured.. there are many variables built in, which makes game-play as accurate as possible to actual conditions during that time period

Last edited by donw; 06-28-10 at 07:12 AM.
donw is offline   Reply With Quote
Old 06-28-10, 07:11 AM   #21
Paul Riley
Ocean Warrior
 
Join Date: Aug 2008
Location: Sheffield, England
Posts: 2,679
Downloads: 165
Uploads: 0
Default

Don't forget turbulent sea affects the flight of the torpedo quite a lot too causing it to pitch up or down (and the latter causes the torpedo to pass right under the keel of the target,VERY annoying!)
Another tip is to never use magnetics in rough sea! mag tips can be used fairly safely in calmer seas,and remember using mag tips increase the chances of premature detonations.I almost exclusively use impact tips,unless the target is over say 10.000 tonnes and a mag tip or two would 'break the back' of the target if all goes well
__________________
Best Patrol: 10 merchants + HMS Nelson for 68.056 Tonnes
Paul Riley is offline   Reply With Quote
Old 06-28-10, 07:37 AM   #22
irish1958
Ocean Warrior
 
Join Date: Apr 2005
Location: Carmel, Indiana
Posts: 3,250
Downloads: 320
Uploads: 11
Default

Having faulty torpedoes is realistic. Imagine the frustration of the sub commandeers who put themselves and their crew in danger, set up a shot, fire it and become a target of the destroyers when detected. Now the shot misses.
By the way, do you have dud torpedoes enabled in the options?
__________________
Irish1958
irish1958 is offline   Reply With Quote
Old 06-28-10, 07:39 AM   #23
Paul Riley
Ocean Warrior
 
Join Date: Aug 2008
Location: Sheffield, England
Posts: 2,679
Downloads: 165
Uploads: 0
Default

Quote:
Originally Posted by irish1958 View Post
Having faulty torpedoes is realistic. Imagine the frustration of the sub commandeers who put themselves and their crew in danger, set up a shot, fire it and become a target of the destroyers when detected. Now the shot misses.
By the way, do you have dud torpedoes enabled in the options?
I have duds activated mate,only option I still leave on is the 'god's eye mode' , not quite ready for plotting contacts manually,maybe one day
95% realism.
__________________
Best Patrol: 10 merchants + HMS Nelson for 68.056 Tonnes
Paul Riley is offline   Reply With Quote
Old 06-28-10, 09:19 AM   #24
MarinS
Swabbie
 
Join Date: Apr 2010
Location: Čakovec, Croatia
Posts: 13
Downloads: 38
Uploads: 0
Default

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!
__________________
On a seamans grave
No roses bloom
No flowers bloom
The single greeting is the white seagulls
And a tear which a small maiden cries.

MarinS is offline   Reply With Quote
Old 06-28-10, 09:36 AM   #25
maillemaker
Sea Lord
 
Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
Default

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.

Steve
maillemaker is offline   Reply With Quote
Old 06-28-10, 09:44 AM   #26
dfscott
Bosun
 
Join Date: Apr 2010
Location: Atlanta GA USA
Posts: 68
Downloads: 49
Uploads: 0
Default

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.
__________________

dfscott is offline   Reply With Quote
Old 06-28-10, 09:58 AM   #27
donw
Sonar Guy
 
Join Date: Dec 2001
Location: Indiana
Posts: 386
Downloads: 25
Uploads: 0
Default

Great reference dfscott.. probably one of the best written for that task
donw is offline   Reply With Quote
Old 06-28-10, 11:05 AM   #28
MarinS
Swabbie
 
Join Date: Apr 2010
Location: Čakovec, Croatia
Posts: 13
Downloads: 38
Uploads: 0
Default

Quote:
Originally Posted by irish1958 View Post
The German torpedoes had a similar problem with the magnetic exploder, and this is modeled in the game. The BDU issued a directive to not use them until they were fixed and the defective torpedoes were used up.


... So, when I can use the magnetic pistol for final solution?? I mean, from what year???
__________________
On a seamans grave
No roses bloom
No flowers bloom
The single greeting is the white seagulls
And a tear which a small maiden cries.

MarinS is offline   Reply With Quote
Old 06-28-10, 11:21 AM   #29
donw
Sonar Guy
 
Join Date: Dec 2001
Location: Indiana
Posts: 386
Downloads: 25
Uploads: 0
Default

Somebody jump in here and correct me if I'm wrong.. but I believe setting magnetic always automatically includes impact ..

Setting impact, will disable magnetic
donw is offline   Reply With Quote
Old 06-28-10, 02:23 PM   #30
irish1958
Ocean Warrior
 
Join Date: Apr 2005
Location: Carmel, Indiana
Posts: 3,250
Downloads: 320
Uploads: 11
Default

Quote:
Originally Posted by donw View Post
Somebody jump in here and correct me if I'm wrong.. but I believe setting magnetic always automatically includes impact ..

Setting impact, will disable magnetic
That is correct.

MarinS: "... So, when I can use the magnetic pistol for final solution?? I mean, from what year???"
I think the BDU lifted the band in 1942. Jimbuna probably knows for sure and he will be along soon.
__________________
Irish1958
irish1958 is offline   Reply With Quote
Reply


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 05:04 AM.


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.