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#1 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: Netherlands
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![]() ![]() ![]() Seriously though, I've only done Scapa twice, once in a type II mind you, but if you're running out of air you're going to have to do something drastic because once you fire off them eels you're not going to have time for a breather, what with shore-batteries, patrolling DDs and other fun stuff. you neglected to mention what boat you're driving so I'm going to assume a type VII for the moment. Since this is early war and they're definitely not expecting you my thought is that surfacing while as far away from that DD as you can get and going to decks awash, say set depth for 7 meters and being very very quiet, and at a dead stop for half an hour will refresh the air in your boat. The batteries are a different problem but you shouldn't have used up too much juice. This also gives you a good opportunity to observe the DDs patrol pattern and plan your attack course and where an when to shoot which torpedo, or even calculate a spread pattern that will take out everything you want to hit in one volley. If you don't get noticed, very quietly go to PD again and commence your attack... If you do get noticed...well, you were doomed anyway so that's allright ![]() another suggestion if I may, called it an intelligence report if you will,...why not loiter for a few days about 50km west of where you are now, who knows what might come steaming your way... |
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#2 |
Swabbie
![]() Join Date: Sep 2006
Location: Northern British Columbia, Canada
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Thanks for replying so quickly
![]() Hopefully, once I am past these sunken ships, I can surface behind them without being seen ... By the way, any ideas on how one might exit the area after firing my torpedos? ... would hate to attempt to navigate this channel again once all the destroyers get a little testy over the fact one of their battleships is resting on the bottom ... |
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#3 | |
Grey Wolf
![]() Join Date: Nov 2006
Location: D/Niedersachsen
Posts: 777
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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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#4 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: Netherlands
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I always entered and exited through the east channel, still horribly shallow and has guns lining it that will shoot if your tower or scope breaches.
perhaps take out at least 1 escort as well |
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#5 |
Swabbie
![]() Join Date: Sep 2006
Location: Northern British Columbia, Canada
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Have made it through the channel, and am now creeping out into the bay. I know that the bay is 10-12 meters deep, and I am going to try a shot. Now comes a question that I haven't had much thought about before.
I usually set torpedos for impact, 3 meters depth, on all my targets. Since I have never fired on a Battle ship before, the though occured to me, that it might not go down with 4 torpedos just a little below the waterline. The Recognition Manual says that the Revenge Class Battleship has a draft of 8.5 meters, and from what I have read (never personally tried Magnetic Detonation) that you are supposed to fire 3-5 meters below the draft line ... problem is the depth of the water in the bay. ![]() Any helpful hints or suggestions as to what trigger (magnetic or impact) and what depth to send my fish swimming at?
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#6 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: Netherlands
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The problem with Battleships....
![]() They have heavily armored sides and anti-torpedo bulges and bulkheads and whatnot, especially the WWI era BBs like the Revenges... the lesson here, as the Americans did against Yamato and the British against Bismarck is to aim forn the bow and the stern since those are not heavily armored. If you're going for the mag-shots in 1939 though there is the malfunction problem of torpedoes running too deep. the normal correct depth is between 1 and 1,5 meters below draft, which in your case means nearly on the bottom, malfunction or early detonation because of hitting the seeabed almost guaranteed. to compensate for this, set the depth to 7.5 meters, if it does run correctly though it will almost certainly bounce off the ship and misfire ![]() Since you're only going to get one shot and you want to maximize damage, what I'd do is aim an impact 3 meters depth at or near the bow, another at the stern and aim 1 mag set to 9 meters (or 10 if heavy weather) at the B turret (second from the bow) if you fire a fourth make it a mag aimed directly for or between the smokestacks. Do NOT fire impact eels at the armoured sides of a Battleship, chances are you won't sink it. In the cases of Battlecruisers however, aim impact eels set to 4 meters at the A turret, between the smokestacks and C turret. I took out HMS Hood that way, cracked her right in two... you've got yourself into a sticky situation, best of luck to you ![]() |
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#7 | |
Weps
![]() Join Date: Jan 2006
Location: Buenos Aires, Argentina
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3 to 5 metres under the keel? no way.... i'm sure you mean feet
![]() shoot the torps at 50cms (that's 0.5 metres) under the keel. but i dont know if you are suposed to shoot under the keel of a battleship (never met one) 3 metres below the waterline means that torpedoes will surely strike the anti-torpedo bulge, and again, i'm not sure if that tipe of "armor" actually works on the game. so, i'm not actually sure why i'm replying ![]() oh, yeah, 3 to 5 metres is too much for magnetic detonators, the torp will pass right by, the closer the better. try 0.5 to 1 metre ![]()
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#8 |
Medic
![]() Join Date: Nov 2007
Location: Kentucky, USA
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Just my two-cents, but I've always succeeded in sinking Battleships when I hit their ammo supplies (under specific turrets) at 3 meters impact. Maybe SH III does not simulate the extra armor?
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