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 III
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 01-30-07, 05:33 AM   #1
CaptJC
Watch
 
Join Date: Nov 2002
Location: Wigan UK
Posts: 25
Downloads: 3
Uploads: 0
Default electric torpedoes

I'm using GWX.........it's October1941,in my IXB.
before starting my latest mission (9) i swapped out all the steam powered torpedoes for electric powered.
Having located a convoy i proceeded to attack,but all my torpedoes either detonated prematurely or failed to explode at all.I had a full crew in the torpedo room and i've tried both impact and magnetic pistols but without success.I've used up a complete loadout and none worked !!Any suggestions ?
CaptJC is offline   Reply With Quote
Old 01-30-07, 06:09 AM   #2
melnibonian
Ocean Warrior
 
Join Date: Jul 2006
Location: Reading UK
Posts: 3,473
Downloads: 90
Uploads: 0
Default

The chances for all torpedoes to be duds is a bit too slim, so the possible reasons can be:
1. Duds (at least some of them)
2. Bad weather conditions that affect the magnetic pistols
3. You fired the torpedoes at really close distances. I think it needs 300-400m to arm otherwise it will just bounce off the hull of a ship
4. Your AOB was too small/large so the torpedo just bounced off.
melnibonian is offline   Reply With Quote
Old 01-30-07, 06:30 AM   #3
Corsair
Ace of the Deep
 
Join Date: Nov 2006
Location: Toulouse France
Posts: 1,140
Downloads: 51
Uploads: 0
Default

Nothing beats the old steamers... (Except for daylight attacks) In a convoy attack I find most useful the different speed settings to time the running times on far/near targets.
The full crew in the torp compartment is only useful for reloading. (Although it is unrealistic, you can even shoot torps with nobody in there...)
__________________


NYGM 3.4A / Living SH3 V5.1 + SH3 Commander
Corsair is offline   Reply With Quote
Old 01-30-07, 08:10 AM   #4
Mooncatt
Grey Wolf
 
Join Date: Jun 2006
Location: Keighley UK
Posts: 938
Downloads: 78
Uploads: 0
Default

Quote:
Originally Posted by Corsair
Nothing beats the old steamers... (Except for daylight attacks) In a convoy attack I find most useful the different speed settings to time the running times on far/near targets.
The full crew in the torp compartment is only useful for reloading. (Although it is unrealistic, you can even shoot torps with nobody in there...)
im gonna second that.
i always use steamers.
1. better range (i think)
2 can adjust speed
3 as above for DD`S electric eels i find are useless against them
__________________
Mooncatt is offline   Reply With Quote
Old 01-30-07, 10:32 AM   #5
Jimbuna
Chief of the Boat
 
Jimbuna's Avatar
 
Join Date: Feb 2006
Location: 250 metres below the surface
Posts: 190,473
Downloads: 63
Uploads: 13


Default

Quote:
Originally Posted by mooncatt
Quote:
Originally Posted by Corsair
Nothing beats the old steamers... (Except for daylight attacks) In a convoy attack I find most useful the different speed settings to time the running times on far/near targets.
The full crew in the torp compartment is only useful for reloading. (Although it is unrealistic, you can even shoot torps with nobody in there...)
im gonna second that.
i always use steamers.
1. better range (i think)
2 can adjust speed
3 as above for DD`S electric eels i find are useless against them
Let me third that
Steamers are faster and longer ranged.....if your using electric (especially in bad weather) set them to 'impact'
Both require a run length of 300 metres before they 'arm'
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!!

Jimbuna is offline   Reply With Quote
Old 01-30-07, 10:34 AM   #6
Mooncatt
Grey Wolf
 
Join Date: Jun 2006
Location: Keighley UK
Posts: 938
Downloads: 78
Uploads: 0
Default

lol jimbuna.

the only time i use electric fish are when i decide im gonna do a harbour raid then they cant move when they see the fish comin
__________________
Mooncatt is offline   Reply With Quote
Old 01-30-07, 10:46 AM   #7
WOD
Gunner
 
Join Date: May 2005
Posts: 92
Downloads: 103
Uploads: 0
Default

Quote:
Originally Posted by mooncatt
3 as above for DD`S electric eels i find are useless against them
Not at all

When the DD is chasing right towards you without zigzaggin....and distance is 350-400m then even the electric torp hits nearly 95% if it´s depth set a half meter to a meter under the DDs keel and on 350°-10° (for fore tubes) or 170°-190° (for aft tubes) in calm seas (in heavy seas it´s another story )....but steamers are much better, especially in night conditions.

For day attacks I always use a few magnetic electrics but only if sea conditions allow it.
WOD is offline   Reply With Quote
Old 01-30-07, 10:47 AM   #8
AVGWarhawk
Lucky Jack
 
AVGWarhawk's Avatar
 
Join Date: Jun 2005
Location: In a 1954 Buick.
Posts: 28,253
Downloads: 90
Uploads: 0


Default

Quote:
Originally Posted by melnibonian
The chances for all torpedoes to be duds is a bit too slim, so the possible reasons can be:
1. Duds (at least some of them)
2. Bad weather conditions that affect the magnetic pistols
3. You fired the torpedoes at really close distances. I think it needs 300-400m to arm otherwise it will just bounce off the hull of a ship
4. Your AOB was too small/large so the torpedo just bounced off.
Pretty much covered here as to the possible issues. I load nothing but steamers. I love them for day or night. Steam trail or not!
__________________
“You're painfully alive in a drugged and dying culture.”
― Richard Yates, Revolutionary Road
AVGWarhawk is offline   Reply With Quote
Old 01-30-07, 11:17 AM   #9
ReallyDedPoet
Canadian Wolf
 
ReallyDedPoet's Avatar
 
Join Date: Jul 2006
Location: Canada. The one and only, East Coast
Posts: 10,884
Downloads: 946
Uploads: 5


Default

I've taken out some escorts, corvettes with the electric eels, especially at a distance, I like the option of using them Usually set to impact.
__________________

Back in the Day



ReallyDedPoet is offline   Reply With Quote
Old 01-30-07, 11:33 AM   #10
melnibonian
Ocean Warrior
 
Join Date: Jul 2006
Location: Reading UK
Posts: 3,473
Downloads: 90
Uploads: 0
Default

I never ever fire at a Destroyer in distances larger than 800m. They always listen the incoming torpedo and they move to avoid it. In short distances and at fast speed settings it is possible to sink them.
melnibonian is offline   Reply With Quote
Old 01-30-07, 02:12 PM   #11
Jimbuna
Chief of the Boat
 
Jimbuna's Avatar
 
Join Date: Feb 2006
Location: 250 metres below the surface
Posts: 190,473
Downloads: 63
Uploads: 13


Default

Quote:
Originally Posted by AVGWarhawk
Quote:
Originally Posted by melnibonian
The chances for all torpedoes to be duds is a bit too slim, so the possible reasons can be:
1. Duds (at least some of them)
2. Bad weather conditions that affect the magnetic pistols
3. You fired the torpedoes at really close distances. I think it needs 300-400m to arm otherwise it will just bounce off the hull of a ship
4. Your AOB was too small/large so the torpedo just bounced off.
Pretty much covered here as to the possible issues. I load nothing but steamers. I love them for day or night. Steam trail or not!
Fathom this one out
I was in MP 2 nights ago with Wilhelm Shulz and Albrecht Von Hesse and hit the BB King George V with 7 eels and despite the fact all hit at a favourable angle...only 2 exploded!!!!
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!!

Jimbuna is offline   Reply With Quote
Old 01-30-07, 03:10 PM   #12
AVGWarhawk
Lucky Jack
 
AVGWarhawk's Avatar
 
Join Date: Jun 2005
Location: In a 1954 Buick.
Posts: 28,253
Downloads: 90
Uploads: 0


Default

Quote:
Originally Posted by jimbuna
Quote:
Originally Posted by AVGWarhawk
Quote:
Originally Posted by melnibonian
The chances for all torpedoes to be duds is a bit too slim, so the possible reasons can be:
1. Duds (at least some of them)
2. Bad weather conditions that affect the magnetic pistols
3. You fired the torpedoes at really close distances. I think it needs 300-400m to arm otherwise it will just bounce off the hull of a ship
4. Your AOB was too small/large so the torpedo just bounced off.
Pretty much covered here as to the possible issues. I load nothing but steamers. I love them for day or night. Steam trail or not!
Fathom this one out
I was in MP 2 nights ago with Wilhelm Shulz and Albrecht Von Hesse and hit the BB King George V with 7 eels and despite the fact all hit at a favourable angle...only 2 exploded!!!!

This is the part you scream, 'Bloody Hell'. That must have sucked
__________________
“You're painfully alive in a drugged and dying culture.”
― Richard Yates, Revolutionary Road
AVGWarhawk is offline   Reply With Quote
Old 01-30-07, 03:49 PM   #13
Jimbuna
Chief of the Boat
 
Jimbuna's Avatar
 
Join Date: Feb 2006
Location: 250 metres below the surface
Posts: 190,473
Downloads: 63
Uploads: 13


Default

Oh it did matey...it did
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!!

Jimbuna 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 09:27 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.