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Old 03-04-08, 10:58 AM   #1
Ivan Putski
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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
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Old 03-04-08, 11:27 AM   #2
SmokinTep
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Anything over 3k tons, I will usually fire 2 at it.
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Old 03-04-08, 01:34 PM   #3
Canovaro
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I fire 2 at small ships and 3 at big ships. Always inpact and 3 meters deep. I'm a boring kaleun
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Old 03-04-08, 03:27 PM   #4
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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.
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Old 03-04-08, 03:27 PM   #5
Hitman
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From the U-Boot Commander's Handbook (Official Kriegsmarine publication, revised 1943, ful text here http://hnsa.org/doc/uboat/index.htm) :

Quote:

Section IX
Use (Expenditure) of Torpedoes.
391.) Every possibility of attack must be used quickly and resolutely. In most theaters of operation, the opportunities of hitting with a torpedo are rare. Do not, therefore, economize in torpedoes when attacking.
392.) The torpedo must always be ready for action at shortest notice. Always be prepared for unexpected opportunities of attack. A neglected opportunity will not recur.
In foggy weather and bad visibility, the tubes should be ready flooded. If necessary, they should be flooded via the mouth flaps.
393.) As far as the supply of torpedoes allows, several discharges, in the form of multiple shots (double or three-fold shots) should be directed against worthwhile targets, even at short range and when the aiming data are not in doubt. In this case, all the torpedoes should hit the mark, in order to ensure the annihilation of the enemy. This means that the torpedoes should be fired at different parts of the target.
394.) If the range is over 1,000 m, or if there is uncertainty as regards the aiming data (high speed of the enemy), several torpedoes (2, 3 or 4) should be released on the "fan" pattern. The idea is to make sure of one hit. It is better to score only one hit than to miss the target with each of several consecutive shots.
The target should therefore be covered by aiming at the boundaries of the area of dispersion on the target, i.e., the shots should be spread by the width of the dispersion area in relation to one shot aimed on the basis of the estimated data (if 2 or 4 shots are fired), in relation to an imaginary middle shot).
395.) If a final shot is necessary to sink the damaged ship, remember that the number of misses at the kill is proportionately greater than in firing during the attack.
a) At the kill, steer the submarine ahead of the stationary target, in position 90 at range 2,000 to 3,000 m, and approach slowly, carefully keeping the course, to find out whether the enemy is still making headway. When the change of bearing has been measured, the speed of the target should be set on the director angle of the computer, or the enemy should be finished off by the bow or stern torpedo attack proper. The speed of the enemy should be taken into account in determining the displacement of the marking point on the target.
b) Go in as close as possible, range under 1,000 m. On moonlit nights and during the daytime, submerge once more and attack underwater at 400 to 500 m.
c) If, in remote sea areas, an early arrival of enemy defence forces is not to be anticipated, the final shot should not be precipitated. Many ships sink only after 2 to 3 hours.
d) If enemy anti-submarine forces are sighted (naval or air), the final torpedo should be fired at once.
e) In the circumstances described under c), it should be ascertained whether the target can be destroyed by gunfire, instead of by the final torpedo. See also No. 277.
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Old 03-04-08, 05:04 PM   #6
antikristuseke
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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.
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Old 03-04-08, 05:54 PM   #7
siber
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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...
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Old 03-04-08, 06:24 PM   #8
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Quote:
Originally Posted by siber
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...
Here's my take on it. Don't worry about firing an official 'spread' a la TDC. Use your Periscope/UZO to do the angle for you. If your range is right or close, then by aiming at the very bow of the ship, and the very stern, counts as a spread. If you're really unsure about the target's speed, aim even ahead of it (or behind it). I almost never do this. For ships travelling slow and medium speeds, the length of the ship makes it cover a good spread angle. Thus, sending a shot to the bow and a shot to the stern counts as an effective spread - as I said earlier, you may get both, you may get one (if you pegged it as too slow or too fast). Don't worry about having one 'straight down the middle'. Technically, the one straight down the middle is your best estimate of the target speed. For a small merchant, who's length is relatively short, it's wise just to fire a single torp straight down the middle - this is your best chance of hitting it.

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.
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Old 03-06-08, 11:06 AM   #9
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Quote:
Originally Posted by siber
SH3 provides far more targets than would have appeared in real life (but I presume this is hardcoded?)
No. But again, who wants to play a game where you don't see any action for hour after hour? There are plenty of spots you can reach easily on the map where you can sit for a year and never see a ship - if that's what you want.


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.
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