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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Apr 2007
Location: Baltic sea, Stockholm Archipelago
Posts: 28
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Aim: I always try to get the fish under the keel, either under the smokestack where I suspect I can get the boilers to shut down, or midship under the bridge if the smokestack is astern (dont know if this with disabled boilers is simulated into the game somehow, depending on point of aim?)
If i Decide two hits is a must in order to break the merchant (warships, I usually go with 4+ torps on carriers/battleships) I usually try to aim both midships with a spread to get two shot at breaking the keel. Depth: I try to get a big visible hole in the ship, especially the one that is angular both under the keel and on the side on the ship seems to be very effective in sinking the vessel, I have experimented with 0,5-1 meter below the keel (2-3 feet) but my experience is 1 meter is waste of explosion, and 0,5 meters usually does the job. Whats your opinions for effective aim and depth? |
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#2 |
Stowaway
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i usually aim at the center mass for best chance at hitting but if im close i will try for under the second gun turrent or at the first 1/3 line so if i miss i still hit the center or rear of the ship.
if the ship is disabled or docked i shoot a torpedo at the 1/3 and 2/3 lines if you divide up the ship, if its a warship i shoot under the second front turrent and under the rear turrent. as for depth i only use contact fuses so i go with minimum depth setting on all my shots. the depth issues and premature detonation issues are something i avoid by not trying keel shots with magnetic fuses but many people actually prefer to make keel shots so it what YOU like and what works best for you. |
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#3 | |
Navy Dude
![]() Join Date: Jul 2005
Location: Norfolk, VA
Posts: 176
Downloads: 18
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Same places mostly, I try to put two as close together as quickly as possible. Aim it about middle of the way down the hull to try to get some sympathetic detonation from the cargo if I can't get the engine room. |
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#4 |
Stowaway
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![]() while this is true it is not always going to happen because some ships dont have proper damage models so you can blow the engine room wide open on some ships and they steam on like nothing happened. nothing you can do about that really but you need to know it ![]() the ship is still properly damaged but it just doesnt slow down or stop ![]() |
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#5 |
Watch
![]() Join Date: Apr 2007
Location: Baltic sea, Stockholm Archipelago
Posts: 28
Downloads: 0
Uploads: 0
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Webster, I assume from the sheer amount of post you have, that you play this game in ultra realistic mode, ie. youre not shooting fish in a tank - as I am
![]() I definately try to close range below 1000 m/3000 ft, and dont play with duds (how could anyone - when there is an option?!? ![]() |
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#6 |
Rear Admiral
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Web is right as usual, different mods rework damage zones, ect. With mods, you have to spread the damage.
I find keel shots do work best, but it's foolish to go for them until you have working torps. I haven't looked at recent damage zones, but I suspect the keels of capital warships are weaker than the armored sides.. I don't think keel shots really matter for merchants...maybe Webster would know what the zones are. Most merchants have load outs. Nothing like one torp hitting a ship full of ammo and love the huge explosion. I was chasing a large 40 ship convoy, did my attack. The ships starting milling around. I actually sunk 5 ships with one torp...lovely, that was my record...just wish they gave you proper credit. |
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#7 |
Undetectable
![]() Join Date: Sep 1999
Location: Colorado
Posts: 1,221
Downloads: 132
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I use 12-15 feet depth and contact fuses for all merchants small or large and it seems to work well no matter what mod I'm using. They do need to be spread out. I don't have very good luck with keel shots. Small merchants 2 torpedoes, large ones 3 and sometimes 4 depending on the mod.
With stock sh4 2 hits usually sinks most any merchant. |
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#8 |
Commodore
![]() Join Date: Dec 2003
Location: Ontario, Canada
Posts: 624
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To add another point of view.
Small ships I aim for the Cargo booms/holds. 2 Torps for small ships Med to large cargo again I am for the Cargo hold/booms, and then the funnel/bridge. So a total of 3 torps maybe 4 if its a tanker. Tankers in real life were very hard to destroy. If the tanker was empty it could take a lot of damage. (since they're built to hold liquid) Warships 4 torps min. One under the forward turrets. One under the bridge. One under the Funnels. And one under the after turrets. As for depth. If i have working depth control on the torps, then I use half the value of the draft. Unless its a warship i'll use 3/4 the draft in hopes of getting under the armour.
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Ultima ratio regum. (The final argument of kings) - Inscription on french cannons, on order of Louis XIV ![]() |
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#9 |
Rear Admiral
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The only real way to hit specific area's is using the OKane method, vector, methods like that. Locking the target using the stad doesn't get it. I prefer the 45 degree attack. If I'm not spotted I can almost hit each area I aim for under the right conditions.
If I have to lock on a ship, I've done something wrong....and sometimes that happens, but rare....then it's easy AOB. Regardless, I bow to RR for all his tutorials and shooting techniques. RR's made expert shooters out of most of us here. If you haven't learn to shoot without the stad and lock function, RR is the man to learn from. |
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#10 |
Navy Seal
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O Kane is not the only way to hit specific areas of a ship.
Place crosshairs over desired point of impact, send bearing to TDC and fire, repeat for next shots, that was the historical method, easy and works very well. That being said, on typical merchant i set for 10-12 feet, usually at least one set shallow as possible to hit at waterline.The tankers i always make sure one fish will hit under their stack at 8 feet, usually causes a massive explosion with just one fish. Big ships like carriers, BB's esp, i check their keel depth in rec manual and aim deep, to aim under the armor belt, set them shallow the BB's handle the damage much better. |
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#11 |
Rear Admiral
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Yep, but you still have to go through the stad process, lock, then lock off, ect....Just saying the stad method is often off due to needing correct range and AOB, off a little, your torps will be off a little. With Okane, you don't have to worry about those two, just speed.
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#12 |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,739
Downloads: 825
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If you're playing 100%+...
Original TDC settings for merchants (this changes as target gets closer) Scope Bearing - 20/340 Speed - 10 Kts AOB - 75 (port/stbrd) Range - 900 yrds Torp depth - 10 ft (impact) 4 torp spread: 1 torp at 5 degrees ahead of bow 1 Torp at bow 1 torp 1/3 back from bow 1 torp 1/3 aft of stack ![]() |
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