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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Gunner
![]() Join Date: Sep 2012
Location: Gulf of Aden dodging Catalinas.
Posts: 93
Downloads: 85
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Morning my fellow Kaleuns.
Just hit a medium cargo heading east from Halifax on 13/4/42. Aimed shot from 600m in the fuel bunker running at 4m. AOB was 90 deg. Solid hit amidships. It just zigzagged off, lost no speed and two hours later no sign of foundering. ![]() Seriously tough ships. I only needed two to sink the Ark Royal last year.... ![]() It was in an Atlantic gale so mag keel shot was a no no. Any tips or just better to hit them forward and let them drive themselves under? ![]() Riccardo U-501 |
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#2 | |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
Posts: 933
Downloads: 47
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It's been a long time since I needed more than one torpedo on a merchant of any size in rough weather. They almost always go down if you hit that sweet spot.
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#3 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
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You'd think they would be Passenger/Cargo's instead. Those are notorious to stay afloat, no matter where or how you hit them. Often suspected of carrying shipments of ping-pong-balls.
I have no other suggestions either. Aiming at the forward mast usually does the trick. Unless you have mods that changed this particular unit class. |
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#4 | |||||
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
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Agree, the passenger/cargo ships seem to be the worst.
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During convoy attacks, I'd say that about 25% of the time a single torpedo will cause the ship to explode and sink. It's both fun and sad to see a ship explode on the first hit and then see your second torpedo also plow into it. Fun for the bonus explosions, sad for the wasted torpedo. Quote:
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If you are intentionally using magnetic pistols, you should aim about .5 meters under the target draft so that it passes closely under the target's hull. My understanding is that if you achieve a standard impact hit with the magnetic pistol on the impact pistol is what does the detonating. I believe I have read people say you can make high-angle impact shots with the magnetic pistol and it will detonate on impact anyway even though the impact pistol would not work at such glancing angles. I don't know if that is true or not. I only use the magnetic pistol when purposefully shooting under targets. I mostly use them for killing pursuing escorts with down-the-throat shots. Steve |
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#5 |
Captain
![]() Join Date: Apr 2014
Location: Victoria, British Columbia, Canada
Posts: 495
Downloads: 1
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That was a theory of mine.
Some ships seemed to be more or less "indestructible". They are put there so as to make you waste your ammo by firing more shots than are strictly necessary. If you take the bait, then it's the same net effect as if you had dud torpedos (or other failures) enabled. If I have to put 3-4 torps into 1 merchant, then I conclude I was being baited and I hit "alt-f4" to quit and get my weapons back, then go off looking for an easier target. If I set 6m depth against a small/coastal merch. I can usually get 1 shot, 1 kill if aiming at the 'midships' mark. I know it's bait if that same ship can take 3 hits before sinking or blowing in half. It also seems that if you do a lot of damage in a short space of time, 2 torpedo strikes within seconds of each other, vs 3-4 separate hits over 10-15 minutes, you are more likely to sink it quickly, than let the damage control teams try to repair and restore. That is, the longer it takes you to sink it, the more likely it will be that you will have to fire another shot. ...and another...
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Because I'm the captain, that's why! |
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#6 |
XO
![]() Join Date: Jun 2014
Location: Chorrillos, Lima, Peru
Posts: 401
Downloads: 3
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My two cents. First of all, I never use magnetic torpedoes. They premature too often. I use T1s 3-4m depth and set for impact.
Just recently I found out that you can zoom in on the periscope. If you're aiming for a specific spot on the ship, that zoom feature definitely helps. I am running GWX and most ships do not go down with 1 torpedo. I follow them for 3 hours to make sure and then I surface and use the deck gun. I refuse to use a second torpedo unless I know that either A) the ship is at least 10k tons or B) it's a cruiser. Even then, on light cruisers, you normally need at least 3 torpedoes to put them down. I can't imagine how many you might need to do in a battleship. If you're going to use a second torpedo on a ship, use it on the opposite side. Then even if you hit the same midships location, at least you're doing new damage to the ship. Since you're probably going to have to use the deck gun anyway either make sure the weather's good enough or use the all weather deck gun mod. I've tried ramming–it's ineffective. |
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#7 | |
Gefallen Engel U-666
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#8 |
Captain
![]() Join Date: Apr 2014
Location: Victoria, British Columbia, Canada
Posts: 495
Downloads: 1
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I will admit, I do not use realistic torpedos. Reload times, yes, duds, no. I didn't come all this way to sink something only to be betrayed by my own equipment. It's a game that I am trying to have fun at, I don't like getting cheated by bad fish. If I fire and miss, or I get a premie I will accept that in due course. If I hit and the angle was bad and it results in a "knock" and not a "blast", I will accept that too. I just like to be able to trust my torpedoes. I get the odd 'deep-runner' but by and large the depth gear can hold my settings.
I settle for running the torpedo under the target and break its back/keel. I save two for each potential target, one, and one to be sure. I rarely use 3 or 4 on one ship. If I am forced to use 5 torpedos on one ship that I can normally sink in 1-2 hits, I get suspicious... In any case, you can sink an aircraft carrier or a battleship with one well placed shot under the keel. Even so large a ship cannot survive against that kind of structural damage. If you set your torpedoes to 2-3 meters against a battleship, then you should be sending them against the armor belt. Set them to run under and that same armor belt is now useless. Ships can also degauss to lower their magnetic profiles. Originally intended for use against coastal mines but also worked against magnetic pistols, so the impact fuse was often still used. It looks like you're going with the 'punch a hole in the side and let nature do the work', while I am trying to break the keel. I will vary shots as the situation changes, that's one of the things that is fun about this game, there are so many different ways to play it.
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Because I'm the captain, that's why! |
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#9 | |||
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
Posts: 933
Downloads: 47
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Hit right, they will and do.
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Two normally works for a battleship if you are lined up right. You can go up to Norway in April 1940 and practice over and over and over and over again if you want to learn how. Quote:
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The deck gun is a "nice to have" early in the war. Saves using a torpedo on some low life, or finishes someone off. But making tactical decisions based on whether you can use the gun is just... odd. No offense... seriously. But you are feeling yourself forward into the game, and talking about it, which I respect. But a lot of what you are putting out as truth, rather than questions, is just wrong -- and, worse -- has been put out 1000 times before. Even by me when I first discovered the game. Trust me when I say every bit of what you question or encounter has been covered at length. Use the search function and you will, for example, find 50-60 pages on approach theories, intercepts, convoy attack strategies, pros and cons of mag/impact, etc etc. Not trying to shut you down, but this game is so thoroughly analyzed that one could write a 500-page manual on how to play it correctly.
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." Last edited by desirableroasted; 07-15-14 at 11:26 PM. |
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#10 | |
Swabbie
![]() Join Date: Jun 2014
Posts: 10
Downloads: 24
Uploads: 0
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Professional depth charge receiver |
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