![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Captain
![]() Join Date: May 2005
Location: Memphis, Tn. U.S.A.
Posts: 548
Downloads: 21
Uploads: 0
|
![]()
I was on my 22nd patrol, June 1942 in area AK62, the sea was very heavy, winds 15 meters per second when I contacted a merchant at long range. It was dusk, I usually don`t bother with attacking ships in that type of weather conditions, waste of eels. I had been out for 14 days without a sighting, so said give it a go. I had a milch cow not to far from my position, so I plotted the merchants course, and set up for an attack, reching the intercept point I went to 22 meters, and picked up the Merchants screws, he was close. Reaching PD, I was surprised to find two American Granville-Type Freighters.
At that point I had an almost perfect AOB on them, range close around 600 meters, set depth 2 meters under their keel, and gave the trailing one 2 eels, made slight adjustment, and fired 2 at the lead freighter. All 4 mags detonated under their targets. The rear freighter was exploding, the lead was ablaze, and got off a couple rounds at my scope, which I returned to it`s armor housing. It took a little over an hour, but the lead freighter finally went down, and BDU was happy. Puts
__________________
" Is He?..........Yeah..........Nothing Moving, But His Watch." |
![]() |
![]() |
![]() |
#2 |
Ace of the Deep
![]() Join Date: Jul 2005
Location: Suffolk, Virginia
Posts: 1,027
Downloads: 0
Uploads: 0
|
![]()
Anything over 3k tons, I will usually fire 2 at it.
|
![]() |
![]() |
![]() |
#3 |
Ace of the Deep
![]() Join Date: Mar 2007
Location: Netherlands
Posts: 1,062
Downloads: 34
Uploads: 0
|
![]()
I fire 2 at small ships and 3 at big ships. Always inpact and 3 meters deep. I'm a boring kaleun
![]() |
![]() |
![]() |
![]() |
#4 |
Torpedoman
![]() Join Date: Dec 2007
Location: Belgium
Posts: 113
Downloads: 1
Uploads: 0
|
![]()
Real U-boat captains knew a lot about merchant ships and could easily spot the weak points on those ships, their aim was to send the ships to the bottom using only topedo's. The reason for that is simple, you could indeed use 1 torpedo for 1 ship but this meant you had the change the ship would sail futher even with the damage or that it comes to a dead stop and you have to finish it off with either another torpedo or use the deckgun. Using a deckgun was a risky business, the boat wasn't crashdive ready and if a destroyer (or even worse, a plane) popped up then you could really be in serious problem and lose the boat and the crew. That's why most captains tried to finish the ships off with torpedo's rather than to have them shelled and expose themselfs to hostile retalliation. Especially later in war the risks to use the deckgun increased dramaticly.
|
![]() |
![]() |
![]() |
#5 | |
Pacific Aces Dev Team
|
![]()
From the U-Boot Commander's Handbook (Official Kriegsmarine publication, revised 1943, ful text here http://hnsa.org/doc/uboat/index.htm) :
Quote:
__________________
One day I will return to sea ... |
|
![]() |
![]() |
![]() |
#6 |
Silent Hunter
![]() Join Date: Jun 2007
Location: Estland
Posts: 4,330
Downloads: 3
Uploads: 0
|
![]()
When im confident in the data i have gathered I fire single torpedoes at targets less thant 4000 tons, 2 torps at anything over that but under 10,000 tons, and 3 or 4 at larger targets, depending on the descision i make at the time.
In rough weather I never fire less than 2 torpedoes at a target due to the difficulty in obtaining accurate data about the target. |
![]() |
![]() |
![]() |
#7 |
Planesman
![]() Join Date: Mar 2007
Location: Salford, Manchester, UK
Posts: 182
Downloads: 3
Uploads: 0
|
![]()
So, combining Brag's and Hitman's comments, to play realistically, I should use salvos of 2-4 torps per attack and realise that SH3 provides far more targets than would have appeared in real life (but I presume this is hardcoded?).
Cool. I was just wondering whether my tally of one-to-two ships per patrol in my Type IIA was realistic, and whether I should be using single torps or salvos when I move up to bigger boats. If I may ask one more question: When firing two or four torp salvos, how do you decide the spread angle? Three in a salvo means one straight down the middle, but two/four means that there's not a 'centre' shot...
__________________
Using GWX 3.0 at 100% realism, OLC's 'Ubermod' & Torpdamagefinal ![]() |
![]() |
![]() |
![]() |
#8 | |
Ace of the Deep
![]() Join Date: Oct 2005
Location: BA 72
Posts: 1,092
Downloads: 43
Uploads: 0
|
![]() Quote:
There is an advanced method that i've started using. I'll get a minimum estimate - like - I _know_ for sure, that the ship is going faster than 6kts, but I don't have time to get a better estimate. So I'll set her for 6 kts, then aim a center shot, and a bow shot. That way, if he's doing 7 or 8, the center will hit stern and the bow will hit center. If i'm really unsure, i'll put a third shot in front of the ship, just for the weird chance he's actually doing 10. This kind of uncertaintly rarely happens for slow and medium ships because the speeds are so tightly bounded (like, your sonar man will tell you if it's slow or medium, giving you a 2-3 kt margin on the actual speed). If it's a fast ship, then it gets tricky because fast is everything > 12 (i think). So, you set it to your guess, then fire shots ahead of the ship to cover the different possibilities. Another way to do this is to keep the aim centerred, then change the speed in your TDC for each shot, to account for each possibility. I do this sometimes if one misses completely - jack the speed up by at least two knots and fire another - it usually hits. The main message is, you don't need to use the TDC spread. It's not faster, and you don't really have to compute the angle because the UZO/peri does it for you. Now if you want to, for realism reasons etc, then, well, someone will have to walk you through the trig problem you can solve on your map. |
|
![]() |
![]() |
![]() |
#9 | |
Captain
![]() Join Date: May 2006
Location: USA
Posts: 503
Downloads: 3
Uploads: 0
|
![]() Quote:
![]() Another reason for high tonnage totals is expirence. I don't play that much but even I have probably done 100 patrols. And how many times have I died? IRL I wouldn't have been able to go back out and use the expirence gained from my death. Haha The real thing and the game are different, of course. But that's a big factor. We've had hundreds of times the expirence playing the game as real captains did sailing the real ships. Also, I think it's a lot easier to do your job when your life isn't really at stake. A lot of reasons factor into this. |
|
![]() |
![]() |
![]() |
|
|