![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Watch
![]() Join Date: Jan 2012
Location: New Mexico
Posts: 21
Downloads: 58
Uploads: 0
|
![]()
What are your preferred torpedo loadouts?
What about employment? How do you decide how many fish to loose at a target? Is it based soley on tonnage? Armor? Quality of your firing solution? Single tube or salvo? Magnetic or Impact? Thanks Dave |
![]() |
![]() |
![]() |
#2 |
Seaman
![]() Join Date: Oct 2010
Location: The Arctic
Posts: 38
Downloads: 4
Uploads: 0
|
![]()
I am not very experienced with setting my own solutions, but as a general rule i always fire 2 torpedoes at any target over 10.000 tons. I check the ship, identify it trough the ship identification-manual found at the Periscope and check the ships draft, i.e how deep down in the water the ship goes, and set my magnetic pistols to 0,5 m under that in calm waters, and 1m under it in rough seas. I try to mostly use electrical torps as they leave no trace behind, and that means a miss doesn't have to mean everyone chasing after you like madmen.
I never use torpedoes on targets under 1000 tons or targets that i am not 100% sure i can have a decent shot at. For example, i spot a ship in the horizon, heading away at 12 knots. I could race the ship, go around it and get a good line of fire in due time if i max out my engines, potentially burning lots of battery-energy or diesel for something that isn't 100% a clear shot. Better live and let live sometimes, and not take stupid chances ![]() I have no experience at all with LUT or FAT-torps. Numbers of torps fired at a ship is sometimes hard to tell. You have to see for your self but generally, a well placed shot with magnetic pistol right under the ship, detonating under the keel will tkae down most ships under 10k tons. Except for Passenger/Cargo. You will have to use nukes on them. ![]()
__________________
Ping.........Ping......Ping....Ping...Ping..Ping.P ingPingPing KABOOM! |
![]() |
![]() |
![]() |
#3 |
Grey Wolf
![]() Join Date: Nov 2010
Posts: 908
Downloads: 89
Uploads: 0
|
![]()
If a critical point is struck, one torpedo may be enough. A good rule of thumb is to look at the tonnage. One torpedo per 2500 tons. This is a real rough guesstimate and only applies to SHIII. As far as torpedo types, the TI G7e steam torpedo is a decent, all-around torpedo. The only drawback is the wake lets everyone and their brother know where the torpedo is. The TII G7e electric torpedoes are only good at ambushing lone or poorly supported escorts at close range. Their short range (3km) really hurts this torpedo's practicality. FaT and LuT Torpedoes vary in its ability to change course. One is a pattern runner (FaT), which is good for packed convoy. The LuT can carry a second gyroangle so unnecessary maneuvering for firing is not needed.
What you really want are G7 acoustic homers. Destroyers do not like these things. ![]() ![]() |
![]() |
![]() |
![]() |
#4 |
Weps
![]() Join Date: Jan 2011
Posts: 359
Downloads: 61
Uploads: 0
|
![]()
FaT and LuT are ladder search pattern torpedoes. You can set their straight run leg distance before they begin their ladder search, then you can set the leg runs in between turns. shorter legs for single string convoys, and longer legs for double string convoys. The point is to fire them from afar (the ability to get in close on convoys during late war is next to impossible), and since you're so far away the convoy will probably spot them and begin maneuvering, so they will probably miss their first go. That's why they turn and come back, and keep traveling their preset leg until they hit something or run out of gas. It's like firing ping pong balls into a huge fish bowl. They're gonna hit something eventually.
The homers are what you want, though they eat up valuable renown that could be used for other things. The Zaunkonig uses a passive acoustic guidance system to zone in on engine noise, so even if a target tried to evade it would be next to impossible to do so. Usually homers are intended for use against pursuing DD's. |
![]() |
![]() |
![]() |
#5 |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
|
![]()
I prefer electrics. No wake and so you can attack at any time of day. The 5000m range is sufficient as I usually attack from 1000m or less.
However, as the war progresses (I'm in 1942 now), I am considering steamers for longer-range capability. I am now finding it prudent to make my first pass at a convoy to take out the flanking escorts on one side of the convoy, and then make a later second attack on that same side for an easier approach. Steve |
![]() |
![]() |
![]() |
#6 |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,733
Downloads: 825
Uploads: 4
|
![]()
Tube load out.. in front - 2 electric, 2 gas. In back - 1 electric.
Electrics used in daytime, steam ones used at night. If more than one target is available fire electric torps at furthest target first, and steam torps at closest one. Plan it so the targets are hit at the same time. Always fire 2 torps per ship, and if it does not sink it's not going far and will fall behind a convoy. Bide my time and then sink it with gunfire. Sometimes an escort or two will hang around for hours - I'd just sit under the ship waiting for them to buzz off. ![]() |
![]() |
![]() |
![]() |
#7 |
Swabbie
![]() Join Date: Nov 2011
Posts: 8
Downloads: 12
Uploads: 0
|
![]()
I run GW 3.0 w/manual targeting & duds, so I almost always fire a salvo of two at each ship. I leave them on "magnetic" & will usually set the depth to somewhere between 3-5m. On large (10k+) targets I might set one lower, if I'm in calm seas.
|
![]() |
![]() |
![]() |
#8 |
Weps
![]() Join Date: Jan 2011
Posts: 359
Downloads: 61
Uploads: 0
|
![]() |
![]() |
![]() |
![]() |
#9 |
Seasoned Skipper
![]() Join Date: Oct 2010
Location: Westun New Yahk
Posts: 748
Downloads: 131
Uploads: 0
|
![]()
I've come to love the steam torpedoes. I've got a mod that makes electrics run shorter and slower to imitate battery issues. Even without those effects modeled in, I like the options to choose speeds for those really vital targets or attack from quite a ways away.
And if it's more than 1500 m, I tend to use impact shots. In heavy weather, impact only. One shot per 2000 tons or so, usually aimed at the bow or the stern. (Applies to heavily armed warships as well.)
__________________
Largest target sunk with deck gun: Japanese auxiliary cruiser, 15000 tons
Largest engaged: HMS Nelson. Results inconclusive. ![]() Read Brag's stuff ![]() |
![]() |
![]() |
![]() |
#10 | |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
|
![]() Quote:
Steve |
|
![]() |
![]() |
![]() |
#11 |
Weps
![]() Join Date: Jan 2011
Posts: 359
Downloads: 61
Uploads: 0
|
![]()
I have no issues with steam torps, or with getting close enough for the attack. Being in position ahead of time and sitting silent about 200 feet down helps to slip in past the escorts and then return to periscope depth to do your damage. If you shoot the torps at fast speed and medium-short distance, even if they do spot the bubble trail they won't be able to turn fast enough to avoid it.
|
![]() |
![]() |
![]() |
#12 |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,733
Downloads: 825
Uploads: 4
|
![]() |
![]() |
![]() |
![]() |
#13 | |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
|
![]() Quote:
![]() Steve |
|
![]() |
![]() |
![]() |
|
|