![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#16 |
Chief of the Boat
|
![]() |
![]() |
![]() |
![]() |
#17 | |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
Posts: 933
Downloads: 47
Uploads: 0
|
![]() Quote:
Whether the game rolls dice once or several times during the run, I don't know (or want to know). In my experience, they seem to be more unreliable over longer runs.
__________________
"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
|
![]() |
![]() |
![]() |
#18 |
Watch
![]() Join Date: Oct 2010
Posts: 22
Downloads: 34
Uploads: 0
|
![]()
Well there is a 'not so perfect' situation with the game where on one scenario I hit the ship with 4 torpedoes at more or less the same spot at a depth of 10 meters (draft being 9.5m) right under the hull and split the ship in two and she went under in 30 seconds. Reloading the game (Naval academy-Torpedoes) i did exactly the same thing, everything the same, 4 detonations at exactly the same spot and....NADA! Ship just listing slightly to port and sinking VERY slowly. Chaos theory I suppose.
![]() |
![]() |
![]() |
![]() |
#19 |
Mate
![]() Join Date: Mar 2011
Location: Ottawa, Canada
Posts: 59
Downloads: 81
Uploads: 0
|
![]()
I just use impact now.
Magnetic either miss under, detonate early or hit and take hours to sink. With an impact setting you know whats happening within 10 minutes after the hit most of the time. Hint: when attacking tankers, 1 meter setting in between islands or on the lowest part of the ship gives you an instant kill. ![]()
__________________
The sonar operator is the only sailor that can tell the captain to shushhhh and get away with it... ![]() |
![]() |
![]() |
![]() |
#20 | |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
Posts: 933
Downloads: 47
Uploads: 0
|
![]() Quote:
Yes, in many situations (pitching seas, rough seas at distance, sharp AOBs), impacts are a better bet. They give you almost certain, though not always fatal, damage. Drawbacks: you need to be at a sharp AOB angle, which severely limits your tactical options. You often have to hit the merchant again, which often sucks new players into choosing the "salvo" option from the start, which is a waste of torpedoes. A magnetic, put under a hull at a long angle, at the proper depth, is glorious to behold. You can crack large merchants in half with one, send Hood or Nelson to the bottom with two -- in under a minute. They open up 360 degrees of tactical space, letting you fire now, rather than waiting for 90AOB while escorts swirl about. Those advantages outweigh the reliability problems. Remember: You have five tools in the box in the early war: deck gun, T1 impact, T1 magnetic/impact, TII impact, TII magnetic/impact. Each one of them is "best" in certain situations. To write any of them off means you come home short on tonnage.
__________________
"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
|
![]() |
![]() |
![]() |
#21 | |
Mate
![]() Join Date: Mar 2011
Location: Ottawa, Canada
Posts: 59
Downloads: 81
Uploads: 0
|
![]() Quote:
Tankers as a general rule (for me at least) sink almost immediately after a 1m impact torpedo well placed. Escorts and most military vessels, same thing, 1m impact. I sink Bogue with 1 impact most of the time (I actually find them too easy to sink) The tough ones I find are large merchants (cargo, whale factory....), one fish almost never (takes a long time) but after 2 they go down. I have been frustrated too many times by magnetics to use them anymore. It took the German 3 years to fix the problem. I agree with you that you need a good AOB to get the hit, but i'm getting rather good now at setting up inside a convoy. Depending of the contacts, I usually get 2 to 3 kills forward and 1 or rarely 2 aft on my first run, then reload and do the same on the second run with maybe more kills because the large vessels are sunk on the first run. After 1943, you get the nice torpedoes (Acoustics) with magnetic fixed, but I still use impact. I'm a stuburn Commander... ![]() Actually some real German Commanders swore only by impacts after the Norway invasion where they got robbed of so many kills.
__________________
The sonar operator is the only sailor that can tell the captain to shushhhh and get away with it... ![]() |
|
![]() |
![]() |
![]() |
#22 |
Bosun
![]() Join Date: Mar 2005
Posts: 62
Downloads: 8
Uploads: 0
|
![]()
1 meter under keel is a good rule of thumb to balance risk of bouncing off curved part of hull while being close enough to do damage. I think you can go up to 2 m below keel in rough weather and still do damage. It will be up to you to decide on impact vs. magnetic in a storm.
|
![]() |
![]() |
![]() |
|
|