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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sea Lord
![]() Join Date: Feb 2007
Location: UK
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Hi there!
For a magnetic shot, ideally 1m - 1.5 under the keel. anything less and you risk the torpedo impacting on the rounded underside and potentially bouncing off. also in stormy weather, BdU recommends not using magnetic pistols due to interference from the sea potentially causing a premature detonation... Yes, depth matters when using impact settings, ideally, you should set the depth for half way between the water line and the keel.... so, if you have a ship with a draft of 9.9 m... then, you'd set your torpedo for 5 m....if the draft is 6 m, you'd set for 3m, and so on... bear in mind though... in rough seas, its better to set a bit too shallow than too deep as the ship is bobbing up and down.... also... if you are aiming for the front parts this is fine... but if you choose to aim for the back parts then you may need a more shallow setting ![]() In terms of sinking smaller ships. If you send an impact torpedo into her side just about half way between the bow and the superstructure, then you're in the money there, eventually she'll succumb to her wounds and sink. One torpedo is all you need. Obviously on the larger ships 2 is recommended. But anything 3000tons or less should only take one hit and then poof, they are gonners... |
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#2 |
Navy Seal
![]() Join Date: Nov 2006
Location: Docked on a Russian pond
Posts: 7,072
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Good info from Penny. You may also want to take a look at the torpedo article on my webbie.
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Espionage, adventure, suspense, are just a click away Click here to look inside Brag's book: Amazon.com: Kingmaker: Alexey Braguine: Books Order Kingmaker here: http://www.subsim.com/store.html For Tactics visit:http://www.freewebs.com/kielman/ ![]() |
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#3 |
Planesman
![]() Join Date: Mar 2007
Location: Salford, Manchester, UK
Posts: 182
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I don't use magnetic detonators any more. When I tried using them, 50% of the time they'd detonate prematurely, and 20% of the time they'd sail right under the target.
Impact settings all the way now: 4m for small merchants, 6m for ships with about 10m draft.
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Using GWX 3.0 at 100% realism, OLC's 'Ubermod' & Torpdamagefinal ![]() |
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#4 | |
Grey Wolf
![]() Join Date: Nov 2006
Location: D/Niedersachsen
Posts: 777
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The AOB is in such a situation 0-30 degrees, and there is rare time to chanhe the preselected depth of 4-5m ..... And that setting is perfect ![]() For all correct planned and developed attacks I shoot AZ.
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SH3 battle capability upgrades: GWX2.0, JSGME2.0, SH3Commander 2.7, SH3Gen 0.8.2, TorpDamageMod 2.0, OLC GUI 1.1.5 Awaiting combat readiness for GWX2.0: SH4 effetcs for SH3, SH3Weather 1.5 Following development of: www.subwolves.com Realism: 90% ![]() ![]() |
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#5 |
Weps
![]() Join Date: Jul 2007
Location: Canada
Posts: 361
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I use magnetics on anything that is at to sharp an angle for impact pistol
Just a tip if you hit a revenge battleship just under the second turret most of the time it will die with one hit. |
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#6 | |
Medic
![]() Join Date: Nov 2007
Location: Kentucky, USA
Posts: 160
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#7 |
Sea Lord
![]() Join Date: Feb 2007
Location: UK
Posts: 1,893
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Weird how experiences differ from person to person... as I say my half way between surface and Keel has never failed me yet.
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#8 |
Fleet Admiral
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I tend to go with 4m in rougher weather or 1m deeper that keel in calm. Both work.
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#9 |
Sea Lord
![]() Join Date: Mar 2006
Location: Port Hardy, BC, Canada 75 yo with M.S. & C.O.P.D. & heart problems
Posts: 1,930
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I just love using magnetic (in calm waters) for a bow shot on oncoming escorts. Love to see them go down bow first.
![]() Rob |
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