SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter III
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 04-08-08, 07:44 PM   #1
von stauber
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default what is the range of the G7a torps at fast, medium

and slow speeds??? the uboat options screen in game says 5 km (fast)7.5 km(medium) and 12.5 km (slow) but that can't be right ( at least not on my experience) they all denotate well before any of those ranges at any speed I set. thoughts?
  Reply With Quote
Old 04-08-08, 09:25 PM   #2
U-84
Medic
 
Join Date: Apr 2008
Location: under you in my VIIC
Posts: 168
Downloads: 10
Uploads: 0
Default

i have once had a G7a at fast go to a range of 5 km, though my target was 6 km ...probably should have set it on slow, or medium..as for medium or slow i don't really know..hope this helps just a little bit.
__________________
Never fight a battle if you don't gain anything by winning- Field Marshall Erwin Rommel

Courage is being scared to death, but saddeling up anyways- John Wayne
U-84 is offline   Reply With Quote
Old 04-08-08, 11:05 PM   #3
antikristuseke
Silent Hunter
 
Join Date: Jun 2007
Location: Estland
Posts: 4,330
Downloads: 3
Uploads: 0
Default

Quote:
Originally Posted by von stauber
and slow speeds??? the uboat options screen in game says 5 km (fast)7.5 km(medium) and 12.5 km (slow) but that can't be right ( at least not on my experience) they all denotate well before any of those ranges at any speed I set. thoughts?
Set it to impact pistol only, magnetic pistols tend to detonate prematurely. Just yesterday landed a spread of 3 with all hitting on a large merchant from 7500m, speed set to slow and just in case with impact pistols.
antikristuseke is offline   Reply With Quote
Old 04-09-08, 05:54 AM   #4
Platapus
Fleet Admiral
 
Join Date: Oct 2006
Posts: 19,373
Downloads: 63
Uploads: 0


Default

G7a
6,560 yards (6,000 m) / 44 knots
8,750 yards (8,000 m) / 40 knots
15,300 yards (14,000 m) / 30 knots

This was the theoretical maximum range of the Wet-Heater propulsion system. External factors (temp, water current. water density, wave action) would all have significant effect on the range.

However, the G7a was not equipped with a self-destruct mechanism. No German Submarine G series were so equipped. So if your G7s are detonating, it is not a factor of the range of the G7a, but with the exploder mechanism (pistol).

The Germans had their exploder problems just like the Americans did. Both the early impact and magnetic pistols were prone to premature detonations.

Like the other respondents, I also recommend setting your torpedoes to impact only.

I actually found that the shallower depth “seems” to do more damage than deeper hull hits.

Duds and prematures stynk. To me, if a ship is worth one torpedo it is worth two just to make sure. Few things stynk more than getting the perfect setup and launching only one torpedo and losing the dud/premature lottery.

Personally, I don’t ever shoot over 1,500 meters with the vast majority of shoots between 700 and 1,000 meters. Closer is better.

If you don’t have burning ship fragments landing on your submarine, you are shooting too far away

Good hunting
__________________
abusus non tollit usum - A right should NOT be withheld from people on the basis that some tend to abuse that right.
Platapus is offline   Reply With Quote
Old 04-09-08, 08:17 AM   #5
predavolk
Weps
 
Join Date: Feb 2008
Posts: 369
Downloads: 0
Uploads: 0
Default

Agreed, it's magnetic pistols blowing prematurely. When I recently raided Scapa Flow, my shots at a Fiji Cruiser docked inside missed! Then I realized I was shooting 6.5K with fast torpedoes. Set them to slow and boom, no problems with the next salvo. One of the many reasons why I prefer to have some air-powered torps on board- better range!
predavolk is offline   Reply With Quote
Old 04-09-08, 09:55 AM   #6
Keelbuster
Ace of the Deep
 
Join Date: Oct 2005
Location: BA 72
Posts: 1,092
Downloads: 43
Uploads: 0
Default

Quote:
Originally Posted by von stauber
and slow speeds??? the uboat options screen in game says 5 km (fast)7.5 km(medium) and 12.5 km (slow) but that can't be right ( at least not on my experience) they all denotate well before any of those ranges at any speed I set. thoughts?
If they detonate (i.e., make a big splash) then they didn't reach their maximum range. When they reach max range, they stop running and sink. You hear a bang when they sink to the bottom, but they don't make a splash.
__________________
Keelbuster is offline   Reply With Quote
Old 04-09-08, 10:04 AM   #7
Able72
Captain
 
Able72's Avatar
 
Join Date: Mar 2008
Location: Somewhere in the North Atlantic
Posts: 343
Downloads: 299
Uploads: 0
Default

most annoying is when they hit (as seen from the inset cam) and then sink to the bottom.

Then they go boom.

I hate the unreliability of torp triggers, although I'm sure not nearly as much as the boys who actually used them.
__________________
"Some ships are designed to sink, others require our assistance." Nathan Zelk
Able72 is offline   Reply With Quote
Old 04-09-08, 12:22 PM   #8
trongey
A-ganger
 
Join Date: Mar 2007
Location: Oklahoma, USA
Posts: 74
Downloads: 0
Uploads: 0
Default

I was running the Academy torpedo exam last night to pick up the points (yeah, I know I can change the config file, but I bought the game to play). Anyway, I fired a pair of magnetics at the tanker. Beautiful shot, and both of them premied. AAGGHH!
It's a tough call; go magnetic to get more damage if it works, or go impact for more reliability, but probably less damage. Or do what I do about half of the time, which is set for impact depth and forget to switch to impact trigger. At least that way you know how it will turn out.

Oh, yeah. The topic was range. How do you guys even ID your targets at those ranges? All I can see is a blob with some things sticking up, and no idea what flag it's flying.
trongey is offline   Reply With Quote
Old 04-09-08, 12:55 PM   #9
seaniam81
Commodore
 
Join Date: Dec 2003
Location: Ontario, Canada
Posts: 624
Downloads: 87
Uploads: 0
Default

Your just going to have to wait until the target gets closer to check out it's flag
__________________
Ultima ratio regum. (The final argument of kings)
- Inscription on french cannons, on order of Louis XIV

seaniam81 is offline   Reply With Quote
Old 04-09-08, 03:00 PM   #10
nikbear
Sea Lord
 
Join Date: Feb 2007
Location: Northampton,UK
Posts: 1,859
Downloads: 86
Uploads: 0
Default

Is there a list/table anywhere that I can download with the data/spec's of all the torp's on it?:hmm: would be a handy thing to have around when out on patrol
__________________
'It is not surely known when the grey wolf shall come upon the seat of the gods'
Ericksmal.
nikbear is offline   Reply With Quote
Old 04-09-08, 03:42 PM   #11
Jimbuna
Chief of the Boat
 
Jimbuna's Avatar
 
Join Date: Feb 2006
Location: 250 metres below the surface
Posts: 190,584
Downloads: 63
Uploads: 13


Default

Quote:
Originally Posted by nikbear
Is there a list/table anywhere that I can download with the data/spec's of all the torp's on it?:hmm: would be a handy thing to have around when out on patrol
Don't you have the booklet that came with the game disc

Either that or look at page 114 (approx) of he GWX manual
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!!

Jimbuna is offline   Reply With Quote
Old 04-09-08, 04:30 PM   #12
Able72
Captain
 
Able72's Avatar
 
Join Date: Mar 2008
Location: Somewhere in the North Atlantic
Posts: 343
Downloads: 299
Uploads: 0
Default

Quote:
Originally Posted by trongey
I was running the Academy torpedo exam last night to pick up the points (yeah, I know I can change the config file, but I bought the game to play). Anyway, I fired a pair of magnetics at the tanker. Beautiful shot, and both of them premied. AAGGHH!
It's a tough call; go magnetic to get more damage if it works, or go impact for more reliability, but probably less damage. Or do what I do about half of the time, which is set for impact depth and forget to switch to impact trigger. At least that way you know how it will turn out.

Oh, yeah. The topic was range. How do you guys even ID your targets at those ranges? All I can see is a blob with some things sticking up, and no idea what flag it's flying.
I don't id targets sometimes, I just assume they are the bad guys if their in the wrong waters

Seriously though, I use an add on called Contact Color that re-enabled the color for the map contacts.
__________________
"Some ships are designed to sink, others require our assistance." Nathan Zelk
Able72 is offline   Reply With Quote
Old 04-09-08, 05:04 PM   #13
antikristuseke
Silent Hunter
 
Join Date: Jun 2007
Location: Estland
Posts: 4,330
Downloads: 3
Uploads: 0
Default

Quote:
Originally Posted by trongey
Oh, yeah. The topic was range. How do you guys even ID your targets at those ranges? All I can see is a blob with some things sticking up, and no idea what flag it's flying.
ID is a bit random at best at long ranges, but you get a general idea on the size of the ship, ofcourse your speed mesaurment arent exact then, but my longest range shot was taken on a convoy whose speed had been reported to me and which was correct, allso only engage at long ranges very, very rarely and only convoys, because the likelyhood of there being a neutral in a convoy isnt all that great.
antikristuseke is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:05 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.