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Old 07-21-11, 09:21 PM   #16
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...(attacking from within the convoy gives you a better chance because you could be on one of two sides).
Which is why it's always optimum to raid the chickens from inside the coop.
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Old 02-09-15, 02:55 AM   #17
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Default TII (G7e) Torpedos

In game range data on these torpedoes is 1,8km. Is this right or the range is more like 3000m as mentioned above?
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Old 02-09-15, 09:25 PM   #18
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You know,one day in the future I plan to begin a campaign where I only target military vessels,and to aid in major offensives such as depriving the Ruskies supplies during Stalingrad etc.Electrics would DEF be needed against most warships I reckon,just to give you that extra time to pull away after launching without being detected.
Any thoughts on this?
Imo, having a fast (and reliable) torpedo is more important than having a trackless one. Firing solution errors are minimized with a fast torpedo, but increased with a slow one. This is more the case with faster targets.


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Old 02-12-15, 02:30 PM   #19
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I completely snubbed the TIIs throughout. They are slow and unreliable and you need loads of them to put a dent in something. TIs are fast, reliable and they worked well for me. I then started using the FAT torpedoes and the TIII electric as they became available. As for the wakes the dds generally found me whatever torpedo I used.
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Old 02-12-15, 03:09 PM   #20
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Originally Posted by TorpX View Post
Imo, having a fast (and reliable) torpedo is more important than having a trackless one. Firing solution errors are minimized with a fast torpedo, but increased with a slow one. This is more the case with faster targets.


Amen!
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Old 02-12-15, 07:06 PM   #21
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Default TII (G7e) Torpedos

Yes indeed! TII's are very unreliable especialy with magnetic pistol! They tend to detonate before getting under the keel. TI are the best choice for me too.
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Old 02-13-15, 11:25 AM   #22
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I use TII's because I am under the impression that the U-boats mostly had them on-board. Usually I only carry TI's in the external storages.

The escorts haven't found me the last 4 or five attacks I've made, IIRC. I have no idea if that is because of me shooting from very long range, or the eels being electric.

I would love to have TI's, though. I miss a lot, and carrying TI's might enable me sinking something by accident.

Does anybody have any info on:

1. The numbers of TI's and TII's manufactured? I haven't found much info on numbers while googling
2. How the torpedo loadout was decided 1939 - 1942? Captain's choice, or was it an order coming from higher up?
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Old 02-13-15, 09:19 PM   #23
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I've used both T1s and T2s and haven't seen much of a difference. I used T1s exclusively when I was based out of Wilhelmshaven, but now that I've started a new campaign in Lorient, I prefer T2s. Unfortunately when you dock at someplace that isn't Lorient, the system gives you its classic setup of a mix of T1s and T2s. It's not really a problem, though.

I just hope one day to get GNATs. I think I will use them exclusively when I get some.
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Old 02-14-15, 03:18 AM   #24
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Originally Posted by sublynx View Post
2. How the torpedo loadout was decided 1939 - 1942? Captain's choice, or was it an order coming from higher up?
I would very much doubt that a loadout would be at the discretion of the Captain.

Donitz I would think would be the one determining the type of torp loaded at any given time taking into account what his objectives were, torp developments, proven testing, reliabilty, availability etc, etc

Why I believe this to be the case is in "War Beneath the Sea" a number of references are made which give some insight as to who was calling the shots. Such as the following:
"Donitz had also reminded COs of their new weapons (T5 and T4) ... (these) new weapons in which Donitz placed his faith were both offensive and defensive" (pg 365)
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Old 02-14-15, 06:34 AM   #25
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U- boat Commander's handbook says that the torpedoes should be launched from close range. The book doesn't like the bubbles that give away the u-boats position, and it also states that one should not pass an opportunity to attack despite risking being located after attack. Dönitz also seemed to pay a lot of attention to torpedoes, and manufacturing G7a's was more expensive than the producing of G7e's. Everything seems to point towards a major headquarters preference for TII's despite what the captains would have liked.
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Old 02-14-15, 09:17 AM   #26
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U- boat Commander's handbook says that the torpedoes should be launched from close range. The book doesn't like the bubbles that give away the u-boats position
I've been using TIIs. I assumed when firing TIs across the bows of merchants in a convoy to reach the the furthest column, that when they pass in front of the nearest column that ship could raise the alert in time to initiate zig-zagging soon enough for your first torpedo to miss.

I wonder if this behaviour is modelled in the game or if I'm being paranoid??
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Old 02-14-15, 10:16 AM   #27
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Originally Posted by Nerazzurri View Post
I've been using TIIs. I assumed when firing TIs across the bows of merchants in a convoy to reach the the furthest column, that when they pass in front of the nearest column that ship could raise the alert in time to initiate zig-zagging soon enough for your first torpedo to miss.

I wonder if this behaviour is modelled in the game or if I'm being paranoid??
Even if it is modeled in the game, I'm not sure that lumbering merchants could get out of the way of a 42 kt torpedo.

But what works for you works for you. Just because you're paranoid, that doesn't mean they are not out to get you! And I wouldn't be surprised if there were RL Kaleuns who used the same tactic for the same reason. It's the kind of caution that made old submariners.

Good luck and good hunting.
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Old 02-14-15, 10:58 AM   #28
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I remember once firing a TI and missing, but the ship lighted searchlights anyway. I think NYGM's ship are all modified so that they can't stop or accelerate unnaturally quickly, but don't quote me on that.

I kind of assume the ships would have a chance of seeing the trails, even if that is not true in the game.
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Old 02-14-15, 01:20 PM   #29
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Originally Posted by sublynx View Post
I think NYGM's ship are all modified so that they can't stop or accelerate unnaturally quickly....
Not as much as one might like. Thomsen's Parameters App (http://www.subsim.com/mods1/nygm/ThomsenParamApp.7z) will let you easily fix them, though.
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Old 02-14-15, 02:55 PM   #30
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Thanks I'll give this one a look
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