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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Mate
![]() Join Date: Dec 2007
Location: North Carolina
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My adventures in learning Silent Hunter 4 continue:
1. What's the benefit of the "slow" speed setting on torpedoes? Are there times that I should use this over the "fast" setting? 2. How do I decide how many torpedoes to fire at a given target? Tonight I fired three torpedoes at an 'Old Large Tanker' (if I remember correctly), and it turns out that only two were required (the ship exploded after only two hits). As a result, I wasted a torpedo (which ended up missing the ship completely). 3. I tried out the "Limited Batteries" gameplay option, but I quickly found that I cannot stay submerged for very long at all. My typical order of operations when in enemy waters is to run on the surface at night, and submerged at periscope depth during the day (to avoid being spotted by aircraft). But I found that I can only run underwater for a few hours on limited batteries, and it takes even longer to recharge them on the surface. How do folks here handle this situation? Do you essentially run on the surface most of the time? Thanks in advance! -- Jonah |
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#2 |
The Old Man
![]() Join Date: Apr 2006
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If you are close to a slow moving target the slow speed will make less noise and wake. I use this setting 90% of the time.
How many torps it takes is based on several factors including how accurate the shot, where you hit the ship, which torp you use, the size of the ship, how low you hit it, if you have any crew ability power-ups. I've taken out large ships with one torp consistantly. Many people here complain about small ships walking away after 5 hits. As your skill improves, the number of torps you "waste" will go down. Limited batteries is very realistic based on history. At high speed you only get about 15 minutes on full charge, but at 2 knots, you can run for 48+ hours (depending on which sub and the skill of your crew.) -Pv- |
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#3 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
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yeah, i have found in sh3 (worlds away i know)
that the slow setting is optimal (made a pot shot at a tanker with early war steam torp from outside the harbor, sank it with only one too) the manual (for sh4) also includes information on how many torps to use.
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#4 |
Lucky Jack
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1. I use slow torpedoes when I'm 1500 feet or less to the target. Above that I use the higher speed. I also use high speed no matter the distance from warships. The reason is, they can spot the torp and attempt to pull away. It is harder for them to get out of the torps path if a torp is swimming at high speed.
2. I send 3 torps because I play like the Skippers did during the war. They used 3 and spread them so they would get a hit. Sometimes one is all it takes but your percentage of a hit and sinking are greater using more torps. SUBCOMPAC advised to use 3. If one misses, so be it. You also have to consider duds and premature torps. If you send out 2 and 1 is a dude, it is possible the one that does hit is not enough. It is also possible all torps could be duds. Just a game of chance but it is lessen in chance if you use 3. 3. If you are running flank on batteries, you get about 1/2 hour out of them. If I'm just submerged for the day I cruise at 2-3 kts. The batteries will last a long time at this speed.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#5 | |
The Old Man
![]() Join Date: Mar 2007
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Quote:
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#6 |
Beach Leaf
![]() Join Date: Apr 2007
Location: Seattle, WA
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1. Slow torpedoes can go about twice the distance of fast torpedoes (I think 9000 yards to 4500 yards). There is talk about smaller wakes and less likelihood of a dud with slower speeds. I have no idea if this is modeled in the game.
2. There is no easy answer. This question plauged skippers during the war. If there are no escorts, 2 for a merchant will probably be good. If there are escorts, or the merchant is very big, 3 might be a better bet (with escorts, you may not get a second chance to finish him off). For capital ships like carriers or battleships, the maximum number you can fire is good. 3. As AVGWarhawk pointed out, battery life decreases drastically with speed. You can stay under all day at a couple of knots. High speeds will drain your battery in a few hours hours. |
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#7 |
Lucky Jack
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Clay,
I have not played auto but I suspect that on the TDC when you switch to torpedo settings you can set spread. Now, the first torpedo leave at 0. The next torpedo turn the spread knob left or right depending on the direction of the target. When you select the next torpedo, you will see that the spread is already set up from the second torpedo you just set. You might think that this is stupid but it is not. The reason, torp one is fired at 0 spread. Wait 10 seconds and fire torpedo 2 that is set at say 1 degree. Wait 10 seconds and fire torpedo 3. Again, the game sets the spread on the next torpedo as the previous torpedo automatically. So torp 3 should show at a 1 degree spread. Now, the sub has moved forward so many yards in that 30 seconds of torpedo firing thus making the torps spread down a path this is in line with target and giving you a higher degree of making a kit. Basically are are making a fanned out wall of torpedoes swimming at hopefully the entire side of the target. Percentage of getting a hit is very good! What I do Clay is play the torpedo submarine school. The warships is just lumbing along at 9 knots all the time. So go load this up set you TDC to 9 knots, just get a quick range by pinging the target and go play with torpedo settings. See what happens when you spread them via the TDC. Great little scenio for understanding the TDC ![]()
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#8 | |
Beach Leaf
![]() Join Date: Apr 2007
Location: Seattle, WA
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So, for example, for a ship 200 yards in length at a range of 1000 yards, if you fire two torps place them at 1 degree left and 1 degree right. They should hit at 50 yards and 150 yards from the stern. If firing 3 torps on the same ship, place them at 0 degrees, 1 degree left, and 1 degree right. They will hit at 100 yards, 50 yards, and 150 yards from the stern. |
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#9 |
The Old Man
![]() Join Date: Mar 2007
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Thanks guys I will try all of these suggestions..Slowly but surely I'm figureing out how to do things...
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#10 |
Commodore
![]() Join Date: Dec 2003
Location: Ontario, Canada
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Clay on auto just point the scope at part of the ship and shoot it's were the torp will hit. What i usually do is point my scope just a head of the ship and when its first mast passes the wire fire, wait until the funnel crosses fire, and then wait until the stern mast passes and fire.
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#11 |
Grey Wolf
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Has anyone used more than 1 or 2 degrees in a spread? I've noticed that for long range targets the spread (for 3 torps) has to be minimal (i.e. 1/2 degree either side of zero) due to the realites of geometry. Conversely close targets only require 1 degree offset, maybe two. Has anyone needed to use more?
The only scenario I can think of would be a large convoy or at least a 'line' of ships which would give the opportunity to really test the spread angle. I only ask due to the fact that the offset dial allows spreads well beyond 2 degrees but I haven't had any situation requiring radical spreads. :hmm: |
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#12 | ||
Lucky Jack
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You explained it heck of alot better than I did! ![]()
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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