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 5
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 10-06-13, 07:36 AM   #1
makiferol
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default How to improve one-torpedo sink rate ?

Well, most of the time, i hit a tanker with two torpedoes and she is still somewhat able to stay afloat. I have to use my deck gun to finish her. I guess i am making bad shots.

My questions are :

+ Where is the best place of ship to hit ?
+ What is the optimum depth for torpedoes ?
+ Does torpedo speed affect the damage it inflicts ?
+ Does range affect damage ?

Thanks in advance for replies.
  Reply With Quote
Old 10-06-13, 07:58 AM   #2
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Default

Quote:
Originally Posted by makiferol View Post
Well, most of the time, i hit a tanker with two torpedoes and she is still somewhat able to stay afloat. I have to use my deck gun to finish her. I guess i am making bad shots.
If it was a Cimmaron class tanker that's OK.. it usually needs 2-3 torpedoes to sink..
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel
volodya61 is offline   Reply With Quote
Old 10-06-13, 08:02 AM   #3
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by makiferol View Post
Well, most of the time, i hit a tanker with two torpedoes and she is still somewhat able to stay afloat. I have to use my deck gun to finish her. I guess i am making bad shots.

My questions are :
+ Where is the best place of ship to hit ?

Best to hit with 2

Engine room hits (directly below the stack) can blow up the ship or cause it to stop
Bow hit can cause massive flooding and sink it if the ship is going fast.
Stern hit can damage props and stop the ship.
Keel shots (centre) can break the ship in half

If you use TDW FX mod - fire can kill the ship

+ What is the optimum depth for torpedoes ?

Keel shots = 1-3m below the keel (use magnetic and TDWs fix)
Engine shots = mid way down the ship side
Top heavy capital ships can turn over with high side shots causing flooding.
DDs are not to deep in the water - so near the surface for them

+ Does torpedo speed affect the damage it inflicts ?

No - only range

+ Does range affect damage ?

No - only speed
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 10-06-13, 08:16 AM   #4
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Default

Quote:
Originally Posted by Trevally. View Post
+ Does torpedo speed affect the damage it inflicts ?

No - only range

+ Does range affect damage ?

No - only speed
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel
volodya61 is offline   Reply With Quote
Old 10-06-13, 08:21 AM   #5
makiferol
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

yeah, it was a Cimmaron Class. So, close range shots with high torpedo speed will do more damage or you were just being sarcastic ?
  Reply With Quote
Old 10-06-13, 08:52 AM   #6
plj
Captain
 
Join Date: Sep 2013
Posts: 542
Downloads: 70
Uploads: 0
Default

You did not read well .. or attentively as some would say :p

Damage is NOT modified by speed or range.

Speed and range are are affecting range and speed respectively. If you set it to fast, it's max range is relatively short .. if you set it to slow, it's relatively long.
plj is offline   Reply With Quote
Old 10-06-13, 04:28 PM   #7
Oleander
Machinist's Mate
 
Join Date: Sep 2013
Posts: 126
Downloads: 475
Uploads: 0
Default

Quote:
Originally Posted by Trevally. View Post

Keel shots = 1-3m below the keel (use magnetic and TDWs fix)
Every time I try a keel shot at those depths it goes straight under without exploding.

I usually hit tankers just behind the wheel house and let them sit, they usually go down after a bit from fire damage and flooding. Unless I want to hit and run then I put one there and one in the bow so it can sit and take on water helplessly.

Everything else gets hit behind the stack and that usually takes them down with one shot.
Oleander is offline   Reply With Quote
Old 10-06-13, 05:26 PM   #8
aschar
Swabbie
 
Join Date: Feb 2013
Location: Washington State, US
Posts: 13
Downloads: 40
Uploads: 0
Default

Personally, I think the stock torpedoes in the game are totally understrength. I mean c'mon, 3 torpedoes to sink a 7000 ton ship? Really? Didn't Otto Kretchmer once say "One ship, one torpedo"? That's why I use the "One ship, one torpedo" mod (http://www.subsim.com/radioroom/down...o=file&id=3366); there's even a lite version incase you find the torpedoes overpowered.

As for landing keel shots, I always go to within 1 meter the ship's keel. There's also a sweet spot at or near the center of ships where if you hit that, you're certain to see that ship blow in half. In the case of a Cimmaron class tanker, that sweet spot is directly behind the forward superstructure, behind the bridge to be more precise.
aschar is offline   Reply With Quote
Old 10-07-13, 07:20 AM   #9
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by Oleander View Post
Every time I try a keel shot at those depths it goes straight under without exploding.
Quote:
Originally Posted by Trevally. View Post
Keel shots = 1-3m below the keel (use magnetic and TDWs fix)
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 10-07-13, 12:59 PM   #10
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by aschar View Post
Didn't Otto Kretchmer once say "One ship, one torpedo"?
Lucky bastard that Kretchmer
gap is offline   Reply With Quote
Old 10-07-13, 06:20 PM   #11
Oleander
Machinist's Mate
 
Join Date: Sep 2013
Posts: 126
Downloads: 475
Uploads: 0
Default

Quote:
Originally Posted by Trevally. View Post
Haha, I had to go back and double check, sure enough I didn't have that part enabled. Working now.
Oleander is offline   Reply With Quote
Old 10-07-13, 06:42 PM   #12
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Aktungbby View Post
Luck's got nuthin to do with it-Mae West. OOPS I meant "Goodness"!! Silent Otto's technique of rising inside the convoy to do fearful execution is akin really to suicide shooter with a certain time span to wreak havoc before the SWAT approaches.
I am not discussing Kretschmer's genius here. For sure his superb strategical awareness helped him into reducing at maximum any negative factor. But you will admit that a 100% success rate (especially during the early days, when torpedoes were affected by any sort of problem), still required a good dose of luck. I have read many U-boat patrol accounts and, if not the rule, ships requiring two or even three fishes before sinking completely, were quite common.
gap 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 08:30 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.