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#1 |
Helmsman
![]() Join Date: Apr 2015
Posts: 106
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Emergency emerg ney! I just stumbled upon a large convoy, with a revenge class ship, and also a merchant ship just as big! I don't know what to shoot! I can shoot 4 torpedos in front. How many will it take to sink the revenge class? How many for the largest merchents ships? Not sure what kind it is, but it has two masts sort of things on its width! Very wide, seems almost as wide as battleship
I am in 1939 , I am almost in the middle of the convoy, the destroyer in front did not see me! |
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#2 |
Planesman
![]() Join Date: Nov 2012
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H key brings you to hydrophone station. GHG on VII/IX should have a blind cone both forward and aft. Probably won't work on the surface too but I drive a XXI almost always underwater.
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#3 |
Helmsman
![]() Join Date: Apr 2015
Posts: 106
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Thanks for reply I will try that button when I play again
Also not her question, when shooting torpedoes should little time be given between each one or should they all shoot quickly?, I am wondering how best to sink this revenge battleship |
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#4 | ||
Eternal Patrol
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Use the 'F6' key to go to the Attack Map. There is a dial that lets you select combinations of tubes. You can select all four to fire at the same time. The 'Q' key will then open all four doors, and 'Fire' will fire all four at once.
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“Never do anything you can't take back.” —Rocky Russo |
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#5 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
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It's simple, you have to be below 10 meters (caveat: I'm talking from type-7 experience) before the hydrophone (operator) starts to work. So being surfaced won't do.
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#6 |
Captain
![]() Join Date: Apr 2014
Location: Victoria, British Columbia, Canada
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Early war torpedoes, of the kind that you are using in 1939 will have a few problems to overcome, i.e. their effectiveness can be wildly unpredictable.
If you are shooting them with the 'impact' or 'contact' fuse, then the torpedo must make actual contact with the target hull in order to break off those little 'whiskers' on the front, which triggers the detonation. In that case, shallower is better. Set them for 3-4 m. A good way to estimate water line is to pull up your enemy ship recognition book, thumb through the pages until you find your target and go from there. If you are shooting with the 'magnetic/contact' fuse, (one function does double duty), then for best results, you need to set your torpedo depth to about 1-1.5m below the maximum draught line. The point in this case is to send the torpedo under the keel of the enemy ship. When it gets into the sweet spot, it (should) detonate, breaking the ship's back, sinking it with greater certainty and in a shorter span of time. So if your target sits at 4.8 meters, set your fish for 6 m, and you should blow it in half with one shot. The reason the magnetic/contact fuse does two things is in case the waves disturb the depth setting, and instead of passing under the hull, the torpedo makes contact anyway. Rather than cheat you out of a hit, the torpedo will still explode (all else being equal). The pros and cons of each method are quite simple. If you rely on impact fuses -theoretically more reliable- then you may need to fire two, or even three torpedoes to sink a moderate sized ship. There, surfacing to finish it with the deck gun is a cost-effective method. Damage it first, slow it down, and finish it off when it can't run away. If you use the magnetic fuses -theoretically more efficient- then you normally need only one torpedo per ship. It saves on your heavy weapons, which you can now use on other targets. And for a type VII, with only 14 torpedoes on board, this is a huge increase in its fighting ability. Aircraft carriers, Battleships, cruisers, even passenger liners can be sunk with one well placed shot under the keel. The type of cargo being carried can also improve (or retard) battle damage. A tanker, for example, is nothing but a floating gas station... As far as spacing out your shots goes, only experience can tell properly when it's better to fire singly, or a salvo. If I fire on a target, and I'm not sure if I will take it out in one hit, then I will line up two shots, but try not to wait longer than 5 seconds between launches. This is to make sure that two solid hits will be recorded one right after the other, and it keeps the target ship from being able to slip away from me later on. Less of a headache. As Pisces says, you have to be at periscope depth (minimum) to use the hydrophones. Any time the waves/weather throws your boat out of the water, they become temporarily useless again, so factor that into your attack calculations.
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Because I'm the captain, that's why! Last edited by UKönig; 04-18-15 at 03:33 PM. |
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#7 |
Helmsman
![]() Join Date: Apr 2015
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Hey guys thanks for the replies as always!
On the hydrophone, i was confused because how are they getting sound contacts then if we are surfaced?? And how is this slow moving ship gdtting away from me, when its sound contact is directly ahead?? On the convoy and tactics, i only saw it for a moment and saved and quit, but it was bigger than a large merchantman from whay i thought, or at least wider I have been afraid to use the magnetic torpedos because i i keep getting radio messages complaining about various failures and premature detonations! Are they safe to use in grey wolf mod? Gotta go thanks for all the replies and tips! |
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#8 | |
Navy Seal
![]() Join Date: Apr 2008
Location: Banana Republic of Germany
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Putting Germ back into Germany. ![]() |
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