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Old 12-29-19, 10:32 PM   #1
Mios 4Me
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Default Optimal magnetic exploder depth + decks awash questions

For those torpedoes with fully functioning magnetic exploders, what is the optimum depth setting, perhaps by ship class? I've been using keel depth + 1.5 meters, the maximum operating depth, to defeat the gradual slope of battleships' hulls and reach as close to the keels as possible. I adapted that to other ship types without running any trials; now I wonder how much explosive power is wasted on flatter bottomed hulls.

Incidentally, that setting worked great for a long time against DDs but the last career has seen quite a few somehow survive down-the-throat shots from Mk 16s, though in a state of shock. Any idea why?

What's the depth in meters for decks awash on a Balao, where the deck guns can still be fired and the boat continues running on diesel?
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Old 12-30-19, 07:46 AM   #2
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Default Optimum torpedo depth

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For those torpedoes with fully functioning magnetic exploders, what is the optimum depth setting,
I estimate 1 to 2 meters (3 to 6 feet) below target's draft. But, I've been known to go a little bit more, maybe as much as 3 meters or 9 to 10 feet. If the target is sinking and is low in the water, I'd adjust for that extra depth.

Do you know when you LOCK on a ship in SH4, the game automatically changes the torpedo's depth to 2 & 1/2 feet above the draft. This can cause problems if you lock on a large capital ship and then re-aim & fire at a shallow draft vessel. Torpedo depth always changes when you use the Lock function.

In the heat of battle one does not need to worry about torpedo depth as long as it is shallow enough. It's more important to to hit the target than the optimum depth if there really is one.
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Old 12-30-19, 07:56 AM   #3
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The Balao figures I do not remember, but the "magnetic exploder" in SH4 is wonked. I cannot remember the details now of how it is "triggered", but while targeting a BB, I have set them for say 38 foot to go under the keel, and they explode under a 20 foot draft ship between me and the BB, which is very frustrating. Then again, that would be similar to the way they did work, although I don't think something 18 foot beneath the keel would be damaging enough to sink a ship... The thing about torpedoes, like most other "ordnance" in the game, is that there is a "damage zone", and a variable as to how much of that damage is then applied to your "target", such that even though you hit in the "sweet" spot of a ship, it might not incur the full effect of the weapon. Then there are the DD... from recent encounters of the strange kind in FotRSU, most of the DD in the game, and this includes stock, do not have a fully-linked "damage" model. Almost like the game was rushed to release - oh wait! It was rushed to release - including the "updates"... (whatever you do, do NOT pay attention to the details, especially on the German side of the SH4 game )... But a lot of the DD do have steel jaws if you hit them in the bow. They might ignite into a ball of flame, but they will still drive around at 36 knots, dropping and shooting cans at your sub until they run out of them six hours from now... hit them a bit behind that spot though, or maybe if they'll turn just enough away from you as the torpedo detonates, to where it is just behind that front damage zone sphere, and they do the same flames and explosion, but go down like a stone - similar to what the CL will do sometimes... My guess is that it is a purposeful thing, for them to have the steel jaw that is, so that a player doesn't "bait" the DD with a raised periscope and "draw" them to a certain doom with down-the-throat shots. Of course, in FotRSU, there is the distinct possibility of having a returned favor, with a torpedo reception of your own...
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Old 12-30-19, 12:02 PM   #4
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I estimate 1 to 2 meters (3 to 6 feet) below target's draft. But, I've been known to go a little bit more, maybe as much as 3 meters or 9 to 10 feet. If the target is sinking and is low in the water, I'd adjust for that extra depth.
Hmm, I need to redo my depth trials as your findings explain some anomalous and very unwelcome hits that should have passed under CLs and DDs to the BBs beyond. When I tested max depth in half-meter increments on the Yamato class, though, the torps failed to explode at 12.5m.

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Do you know when you LOCK on a ship in SH4, the game automatically changes the torpedo's depth to 2 & 1/2 feet above the draft. This can cause problems if you lock on a large capital ship and then re-aim & fire at a shallow draft vessel. Torpedo depth always changes when you use the Lock function.
Aaargh! Thank you SO much for this revelation. I never understood why two torps at, say, 10m and 3m, were so ineffective when fired on the fly using Lock vs. manually. I suspect that clears up the DD issue too, and possibly the anomalous hits mentioned in the first paragraph.

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In the heat of battle one does not need to worry about torpedo depth as long as it is shallow enough. It's more important to to hit the target than the optimum depth if there really is one.
I generally agree but in combat with BBs, my preferred approach is to stack the hits whenever possible to maximize the chances of cracking open a magazine, say 3m/7.5m/12m for a Yamato, while for tough carriers like the Hiryu class, I use 5.5m and 10m against the hangar deck and keel respectively. Now I understand the variable results much better.

Is there any way to override this lock "feature"?
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Old 12-30-19, 12:11 PM   #5
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... My guess is that it is a purposeful thing, for them to have the steel jaw that is, so that a player doesn't "bait" the DD with a raised periscope and "draw" them to a certain doom with down-the-throat shots.
Why, I would never consider such a thing! I mean, I might have accidentally left my scope up around a lightly escorted large convoy...on occasion...but that's entirely beside the point!

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Old 12-30-19, 01:36 PM   #6
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" What's the depth in meters for decks awash on a Balao, where the deck guns can still be fired and the boat continues running on diesel? "

Balao Decks awash
For diesel: 28 FEET
For Co2, Gun: 26 FEET

I found a table of this info for all the boats in one of the 'sticky's
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Old 12-30-19, 04:30 PM   #7
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the Yamato class

Lock vs. manually.

I generally agree but in combat with BBs, my preferred approach is to stack the hits whenever possible to maximize the chances of cracking open a magazine, say 3m/7.5m/12m for a Yamato, while for tough carriers like the Hiryu class, I use 5.5m and 10m against the hangar deck and keel respectively.

Is there any way to override this lock "feature"?
Yamato has a draft of 35.5 feet (12 meters). I set torpedoes to 41 feet (14 meters) and fire all six to explode under the ship. I aim 1st at 1st turret, 2nd at 2nd turret, 3rd at 3rd turret; 4th torpedo under the bridge or stacks, 5th and 6th under the rear turrets. Make a fast 90 degree turn to bring rear tubes to bear. Preset depth should already be at 41 feet; aim from the center to the rear (not forward) because she should be slowing down if your first six have hit. It usually takes 10 to sink her.

I use Lock to identify target and then try not to use again. Sometimes need to lock onto a destroyer due to their speed.

I always use magnetic pistol with depth set normally under the draft or in some cases shallower and I get extremely good results. Yamato has too much armor on her sides.

NO, not according to propbeanie.
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Old 12-30-19, 04:54 PM   #8
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{"draw" them to a certain doom with down-the-throat shots.}

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Why, I would never consider such a thing!
Have you ever watched the 1958 movie "Run Silent, Run Deep" where the skipper trains his crew to crash dive to periscope depth in under 40 seconds, with the periscope up and ready to fire a down-the-throat shot at a Japanese destroyer escort?

The trick is to wait until the very last moment to fire. Maybe about 600 to 700 yards; enough distance for the torpedo to arm as the distance rapidly closes.

In my humble opinion, you really don't want the escort to take the shot head on or on the nose. You want the torpedo to go under the hull dead on or better you hope the escort sees the torpedo and turns sharply right or left only to get it broadside under her hull.
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Old 12-30-19, 07:03 PM   #9
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That's strange about the draft numbers - perhaps it varies by mod? I don't have access to the program now, but am virtually certain it's listed as 10.5m in stock 1.5 using metric as the default. I've used magnetic settings of 12m for the Yamato class, 11m for the Japanese-designed OBBs, and 10m for the Kongos for quite a few patrols.

I can usually sink a Yamato with four Mk 16s when she's alert, but often with only three using the stacking technique when she's caught off guard. I know they're anachronistic but it's fun to imagine a weapon created by an BuOrd that got everything right instead of everything wrong.

On destroyer-baiting, I apologize for being facetious; it doesn't always come through online. My usual technique is to find a large convoy with a ratio of merchants to escorts greater than 2-1, ambush an escort from long range, then kill the DDs as they rush in, sometimes at down-the throat ranges. Then, with the two 5" guns, there's quite a celebration topside. I'll just have to stop using the lock feature to prevent the depth reset and get under the keel at the bow. Should be spectacular.
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