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Old 08-16-05, 10:52 AM   #1
Farside
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lol evidently you had a wild night in Bankok FM, :rotfl: :rotfl:
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Old 08-16-05, 11:33 AM   #2
Fishmachine
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Quote:
Originally Posted by Farside
lol evidently you had a wild night in Bankok FM, :rotfl: :rotfl:
Darn... she told me, that she's a girl
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Old 08-17-05, 07:43 AM   #3
Griffon
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Quote:
Originally Posted by Duli
He probably meant that you shouldnt set it deeper than 6m.
6m? I thought that you took the draft of the ship in question and added 1m in calm water and 1.5 in rough waters.
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Old 08-17-05, 10:50 AM   #4
Farside
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we're talking about impact pistols there, basically (on larger ships) 6m's down the torp will glance off the keel of the boat
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Old 08-25-05, 06:07 PM   #5
Kapitan Stahlkugen
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Default Torpedo Angle

This is probably elementary to the old SHIII salts. How do you determine the angle of attack for the torpedo. I'm sure it has something to do with the target bearing and also the heading of my Uboat but I can't quite get the relationshhip.

THX
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Old 08-26-05, 10:30 AM   #6
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Default Re: Torpedo Angle

Quote:
Originally Posted by Kapitan Stahlkugen
This is probably elementary to the old SHIII salts. How do you determine the angle of attack for the torpedo. I'm sure it has something to do with the target bearing and also the heading of my Uboat but I can't quite get the relationshhip.

THX
A good advice is to go to the Navigation map and use the protractor. Set the first dot on the middle of your sub and draw a line to the target ship and click again. Now draw the last line in the direction of the target ship's course of heading.

That should give you an accurate AOB....Also check your manuel..there is a nice picture there to illustrate AOB. Just use your protractor !!!!
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Old 08-28-05, 01:37 PM   #7
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Great tutorial and though I've gleaned some of these techniqes on my own, the finer points are really helpful. My BIG question is; how many torps for what size ship? Not wanting to waste those beautiful eels and depending on weather conditions, I've had C2's go down with a single shot while on the other hand a silly coastal merchant takes three to make her go under. Conversly, I had one stubborn T3 tanker that took 3 direct hits and still she floats.... luckily, my deckgun was available to finish her off. By the way, I always aim for the engine/smokestack area... anybody have a theory on this?

Cheers!
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Old 08-28-05, 02:11 PM   #8
Kapitän Cremer
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I'm as confused as you are....

Sometimes one torpedo seems to make all the work and sometimes they just eat up every thing you throw at them..C2 being the worst of them...

However I found that a torpedo set to 8 meters and magnetic pistol can take out all small merchants and coastal merchants in one eel.

As for tankers try shooting a fish at 2 meters depth, set for impact while aming for the fuel right in front of the smokestag.....that should set the whole ship on fire....
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Old 08-29-05, 09:15 PM   #9
Dave Kay
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Quote:
Originally Posted by Kapitän Cremer
I'm as confused as you are....

Sometimes one torpedo seems to make all the work and sometimes they just eat up every thing you throw at them..C2 being the worst of them...

However I found that a torpedo set to 8 meters and magnetic pistol can take out all small merchants and coastal merchants in one eel.

As for tankers try shooting a fish at 2 meters depth, set for impact while aming for the fuel right in front of the smokestag.....that should set the whole ship on fire....
I agree with the "8 meter magnetic-method" and have seen it work inside convoy when trying to make a hurried shot, (Sir, we're under attack!) just shoot and pray ya' hit somethin', then crash dive and evade. I get about 70% hits like this. But darned if I can have dependable success with impact fuse--- 50% just bounce off and there it is as per the tutorial--- AoB not ideal. Seems the magnetic pistol is not affected so much by AoB and in fact I've made bow-to-stern shots in a chase-scenario and so long as that torp spends enough time under the enemy's keel it almost always sends 'em sky high.

Since my career (still on my first!) is just now in early '41 and escorts are not so hot to trot, my preferred method is to slink inside convoys submerged, from the front, off-angle, and line-up on the big mercs in the center. Give the 2 fattest ones everything I got (with careful aim) from tubes 1 thru 4, then swing around for a stern shot at whatever is close (set to 8m depth) then dive and reload as permitted. If the mercs don't go down from those first shots I tail the convoy until I can pick off the stragglers.... works like a charm!

Cheers and Good hunting!
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Old 08-29-05, 10:01 PM   #10
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Actually ive found that one under the keel shot on a t2 or t3 works best. You have to aim just to the right of the center (just forward of the second smaller bridge in the middle) and the thing usually splits in two with the cracked ends catapulting in the air about a second after the torp hits. Its kind of like *BOOM*...*KAPOW*!
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Old 08-30-05, 07:04 AM   #11
hakkikt
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Quote:
Originally Posted by Kapitän Cremer
I'm as confused as you are....

Sometimes one torpedo seems to make all the work and sometimes they just eat up every thing you throw at them..C2 being the worst of them...
Guess its partly a reflection of what the ship is loaded with, a load of tanks being harder to detonate than a load of, say, incendiary bombs
There's another thread ("sweet spot" or something like that) on this forum that deals with special points to target, like fuel tanks etc.
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Old 08-31-05, 11:53 AM   #12
the_rydster
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Does anyone know if the effect of cargo load on keel depth is moddled in the game? Those tankers sometimes seem to sit really deep in the water 1 or 2 m maybe lower than the manual states.

Could do with a big plimsol line on the side of the ships! :P
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Old 08-31-05, 06:18 PM   #13
Farside
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i aint sure mate, i know that the cargo inside (now) affect the tonage, possibly it may affect the draft...
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Old 09-04-05, 07:19 PM   #14
Kapitan Stahlkugen
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Default Academy Settings

Is it me, or does the magnetic pistol not work in academy training.? I've tried many times with no success. The fish just won't go deep for me. I also noticed changing the torps speed does not work either. Someone suggested I use "default settings" to get the "excellent" score on the test but I'm not sure what "default settings" means. I am determined to get the better grade.
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Old 09-05-05, 07:39 AM   #15
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Also,

I get the distinct feeling that TI's have the most chance of creating a one-shot-one-kill, while later TII's and TIII's seem to need more hits to score a kill. This is ofcourse with the heavier ships like C2, C3, troopship and Liberty/Victory merchants.

Is the TI heavier in explosive power than the others?
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