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#1 |
Swabbie
![]() Join Date: Sep 2012
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I found a docked yamato battleship at kobe and want to destroy it.
But i only have 10 torpedo's left (usually 3-4 duds among them so actually 7). I tried about everything,all torpedo`s under first bow turret,under second bow turret,between them,widespread.so far nothing,only a small explosion right behind the bridge and at the smaller higher turret infront of the bridge wich both gave a small fire. I would really appreciate any advice,like what depth (5 or 9m),contact or contact influence torpedo's and where do i aim for max damage?fire in fast succesion or not?widespread or focused shots?im running version 1.4 with the TMO for it. Many thanks in advance! Ps i know this has been asked before but those post didnt help allot. |
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#2 |
Willing Webfooted Beast
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Hmm, I would say to fire 3 torpedoes, wait 5 minutes (game time) fire another 3, wait 5 minutes, then fire your last one, wait five minutes, then go away.
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#3 |
Rear Admiral
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Torps are effected by a few factors that can help with duds a tad. I assume you're early war and dealing with such. Seems the Yamato has a keel of about 36 ft, so I would set torps about 15-20 ft. Torps usually run about 9 ft deeper. Set your torps to slow speed and shoot with a lil angle so torps don't hit head on. Look at the attack map to make sure your aim is correct, your aim line should be through the target. You can then readjust your bearing to aim at certain spots.
All ships have damage zones, once a damage zone reaches 100%, it will take no more damage, so you want to spread the damage. However, with the Yamato, it can take 2-3 torps per zone to totally destroy that zone. I would place three torps under the forward turrent, two engines, two rear turrent. See if that causes a major explosion, if not, shoot any remaining ones at one of the turrents. Usually takes about 8 min. If you're in shallow water, the Yamato may sink, but hit the floor before the deck goes under. You'll need massive hit points to sink it. Hope duds don't ruin it for you. |
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#4 |
Willing Webfooted Beast
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__________________
Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620 Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394 |
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#5 |
Officer
![]() Join Date: Jul 2012
Location: Australia
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When shooting at docked ships run them contact, 2-3m depth. Fire 2, if that doesn't sink it then fire another 2 and so on
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#6 |
Swabbie
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Thanks allot people this was helpfull!
I just have 2 more questions now. where exactly do i find the engines on a ship like the yamato? And if a ship has several damage zones wich can reach a maximum amount of damage, how about the people who claim they can sink it with 4 torpedo's (i even saw someone claiming 2) are they lying or is it possible?(if yes any idea how?) |
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#7 |
Officer
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Location: Australia
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Two perfectly placed ones i think the exact middle, the engines, another middle and one at the very bow. This sohuld stop it and sink it, even if it takes a few days (Ive tried and it took four days to sink)
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#8 |
Swabbie
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Alright this is how im going to do it, im going to fire 2 torpedo's at a time and save after each 2 impacts ,if a dud i reload so my 10 torpedo's alll hit where i want them to. I know this is considerd a lame way to play but ive been looking for this monster for a while. btw reloading doesnt reset damage does it?
Ill put 2 at the engines wich i assume are at the bow behind last turret. 2 right in the middle, 2 beneath the first turret , 2 right in the bow , 2 at the turret right after the bridge. Ill let you guys know how it goes. Oh and with turrets you mean the big lower broader badass cannons like the two first on the bow right? not the smaller higher cannons right infront and behind the bridge. Thanks again for the advice fellow skippers! |
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#9 |
Swabbie
![]() Join Date: Sep 2012
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She is crabmeat now! I fired my 10 torpedo's exactly like i said and on the 10th she sunk. On all the pictures/video's i saw about sinking the yamato she made hugh explosions but mine just went down silently, rather dissapointing but well shes down
Cheers! |
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#10 | |
Argentinian Skipper
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![]() Quote:
Regards. Fitzcarraldo ![]()
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My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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#11 |
Rear Admiral
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You can't sink the Yamato with 2 torps, unless the the torps have been modded. Seems like even with stock, it took 6.
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#12 | |
Willing Webfooted Beast
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__________________
Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620 Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394 |
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#13 |
Weps
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Hmm, i don't know if it counts but i tried the single mission battle for the Philipines again today for the 123454th time without ever sinking her..with TMO 2.5
5 torpedoes later and she went down the deep ![]() ![]() ![]() But that's just single mission play i don't know if that makes any difference, but it's alot of fun to be able to shoot at such a target while being bombed by 3-5 destroyers. Sinking the Yamato is a great reward for a good job, so good for you ![]() Last edited by Kloef; 09-23-12 at 03:39 PM. |
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#14 | |
Ensign
![]() Join Date: Nov 2009
Location: France
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![]() I have not yet found THE weak point, but I noticed several things: 1. It runs almost 100% if you pull together all 10 torpedoes. 2. If you shoot torpedoes by packs of 3 or 4, just to slow down, you're wasting your time because it has the ability to repair the damage, that's for sure. 3. I rule my torpedoes at depths ranging from 5 to 10 meters. 4. I sank once with 6 torpedoes, but they were Mk-16. Otherwise, it takes a minimum of 10. Gibus
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#15 |
Rear Admiral
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Well, with the Yamato, often your first attack will be to slow it down, which often requires another end around to finish it off. However, if you can get all your bow tubes in it, turn in time to get your sterns in it, you can sink it or stop it on the water with one attack.
In some cases you'll run into TF that have two Y's, so I'll want to sink both and try to shoot 6 into one, 4 into the other, slow them both down and do as many end arounds as needed to finish them off. Yes, they can repair to a certain degree like your sub, but it takes time and like you they can't repair bulkhead damage at sea. However, if they get fires out, water pumped and engines fixed, you'll have to chase for longer periods, which gives them more time to repair. Sweet spots on the Y, turrents and engines. If you can do a lot of engine damage, least you can slow it down. I have shot at it's rear before with a few torps into the props and stopped it on the water... Once I put several in the bow alone, it went down enough forward that the props came out of the water. The props were still spinning fast, but it couldn't go anywhere. |
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