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Old 09-10-24, 06:09 AM   #1
commandosolo2009
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Default Type 32 Heavy tanker taken by electric torpedo

https://x.com/lexatnews/status/1833461459269128273

This is a type 32 heavy tanker that was sailing in a convoy of four ships that I canvassed for a full hour at max speed, until I positioned myself just on the tip of the convoy and managed to shoot four electric fish which only needed one carefully placed shot under her boilers to send her to the bottom. I am playing using the faulty torpedo and trigger depends on angle options and the rest of the checkmarks ticked.

The escort can be seen just shadowing the tanker in the reel

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Old 09-23-24, 01:27 PM   #2
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Icon7 Treffe!

Catch up on the latest news from your trusty fake simulation-based news outlet: Lexat news


a Type 3 heavy tanker struck twice by the stealthy and treacherous G7e electric torpedo, and sunk shortly thereafter.
Salient profile characteristics of Type 3 heavy tanker from the recognition manual:
 
mast, kingpost, mast, funnel arrangement
composite superstructure
middle island
clipper bow and counter type stern
most notable is the fore lookout mast being tallest as the identifying feature



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File Type: jpg Type 3 heavy tanker recognition manual image.jpg (14.8 KB, 5 views)
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Old 01-01-25, 05:46 AM   #3
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Originally Posted by commandosolo2009 View Post
Catch up on the latest news from your trusty fake simulation-based news outlet: Lexat news


a Type 3 heavy tanker struck twice by the stealthy and treacherous G7e electric torpedo, and sunk shortly thereafter.
Salient profile characteristics of Type 3 heavy tanker from the recognition manual:
 
mast, kingpost, mast, funnel arrangement
composite superstructure
middle island
clipper bow and counter type stern
most notable is the fore lookout mast being tallest as the identifying feature




Sometimes with one well placed torpedo (steam or elektric) right in the middle of the ship and the accurate torpedo depth settings
can make you sink it with only one hit.

I think the best result is 1m or 0.5m shooting above the keel. For example the ships draught is 7m, ideal would be to set it at 6m or 6.5. It also depends what the weather is and how high the waves are.
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Old 01-01-25, 11:53 AM   #4
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Icon8 That's putting it sternly

...in SH-V I would get directly astern of the large difficult-to-sink tankers, just a little beyond the eel's arming distance (300meters) and use a shallow-depth set steam eel on high-speed to cripple the tanker, continuing shoot other convenient targets in their sterns. Then, after the convoy had passed on, and having reloaded eels, I would surface, decks awash, still astern of the cripples at 1000+ meters and finish them off with HE shells with deck gun. This is to save eels as per Otto Kretschmer's famous maxim: "one ship, one eel". The acoustic eels should be in the stern tube and saved for pesky escorts. Care should be exercised when surfacing as some cargo vessels(Liberty ships in particular) have guns and will shoot back; hence remaining directly astern negates the use of the cripple's bow gun(not putting a round thru the bridge!!?) OTTO K. entered convoys from astern at night while surfaced, picking the most valuable targets supposedly snug in the middle of the formation. I'm too chicken, preferring to remain submerged while firing eels when submerged inside the convoy, rising only to use the deckgun at the safe distance....
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Old 01-01-25, 07:55 PM   #5
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...in SH-V I would get directly astern of the large difficult-to-sink tankers, just a little beyond the eel's arming distance (300meters) and use a shallow-depth set steam eel on high-speed to cripple the tanker, continuing shoot other convenient targets in their sterns. Then, after the convoy had passed on, and having reloaded eels, I would surface, decks awash, still astern of the cripples at 1000+ meters and finish them off with HE shells with deck gun. This is to save eels as per Otto Kretschmer's famous maxim: "one ship, one eel". The acoustic eels should be in the stern tube and saved for pesky escorts. Care should be exercised when surfacing as some cargo vessels(Liberty ships in particular) have guns and will shoot back; hence remaining directly astern negates the use of the cripple's bow gun(not putting a round thru the bridge!!?) OTTO K. entered convoys from astern at night while surfaced, picking the most valuable targets supposedly snug in the middle of the formation. I'm too chicken, preferring to remain submerged while firing eels when merged inside the convoy, rising only to use the deckgun at the safe distance....
Otto Kretschmer tactics were good. But you got to look at the year. He was operating early war 1939-1941. Don't get me wrong, he is a very skilled captain.
But the tactic he used, if you used it in 1944 for example, its suicide haha.

I like your tactic shooting close range, crippling it, and then finish it off with the deck gun in Silent Hunter V. Never thought about that haha.


In Wolfpack game, during online organised games. We always play during the night with 2 to 4 boats. One lead boat sends the attack times, and different kind of rules of engagement. Its a long story haha.

We usually do 3 to 4 coordinated attacks. All the uboats give there position. We try to get convoy course, trying to ID as much ships as possible, claim targets, we try to get the convoy speed, during each attack every uboat can fire 5 torpedoes. The torpedo loadout (steam or elektrics, impact or magnetic) is the choice of the captain. But usually they fire long range steams during a Parallel attack, for the elektric torpedoes they usually do a inside attack, submerged. The range is max 3km i think for the elektrics. You can do a surfaced attack, but very tricky. Escorts can spot you.

We almost always ignore the escorts. If we get detected we crash dive to 185m, until sonar pinging is over. What you also can do is waiting for the escort going straight at you. Set minimum range and minimum depth on TDC, set a AOB 0. and then fire and boom
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Old 01-01-25, 10:56 PM   #6
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very aggressive tactics there herr kaleu. I use reinhard hardegen's setting of 600-650 meters, one aal per ship.
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Originally Posted by Aktungbby View Post
...in SH-V I would get directly astern of the large difficult-to-sink tankers, just a little beyond the eel's arming distance (300meters) and use a shallow-depth set steam eel on high-speed to cripple the tanker, continuing shoot other convenient targets in their sterns. Then, after the convoy had passed on, and having reloaded eels, I would surface, decks awash, still astern of the cripples at 1000+ meters and finish them off with HE shells with deck gun. This is to save eels as per Otto Kretschmer's famous maxim: "one ship, one eel". The acoustic eels should be in the stern tube and saved for pesky escorts. Care should be exercised when surfacing as some cargo vessels(Liberty ships in particular) have guns and will shoot back; hence remaining directly astern negates the use of the cripple's bow gun(not putting a round thru the bridge!!?) OTTO K. entered convoys from astern at night while surfaced, picking the most valuable targets supposedly snug in the middle of the formation. I'm too chicken, preferring to remain submerged while firing eels when submerged inside the convoy, rising only to use the deckgun at the safe distance....
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Old 01-01-25, 11:00 PM   #7
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Originally Posted by Raf1394 View Post
Sometimes with one well placed torpedo (steam or elektric) right in the middle of the ship and the accurate torpedo depth settings
can make you sink it with only one hit.

I think the best result is 1m or 0.5m shooting above the keel. For example the ships draught is 7m, ideal would be to set it at 6m or 6.5. It also depends what the weather is and how high the waves are.
I elect for 3 meters regardless of draught from the handels. G7E all the way. torpedo faulty and limited accuracy adds fun to the mix
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Old 01-05-25, 09:38 AM   #8
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I have done a lot of night surface attacks in this game and it usually works well. You just have to stay over 1000 meters away from ships and approach them from the side/rear. Any closer or if you try to cross in front, you risk getting spotted. If there is no moon and/or fog, you may get closer.

You can use the same tips to avoid escorts. I try to spot them first and try to cut behind them to then start a run at the merchants.

You only really need to ID one merchant since they will all go on the same speed and course. Passenger liners are the best for that since they are the easiest to ID.If it is too dark, I will just match course/speed with the convoy and estimate speed/AOB that way.

I try to shoot one salvo at several overlapping ships to increase my chances. Once a ship fills out about 2/3 of the UZO, you are around 1000 meters away and close enough to shoot.
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Old 01-05-25, 04:45 PM   #9
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I have done a lot of night surface attacks in this game and it usually works well. You just have to stay over 1000 meters away from ships and approach them from the side/rear. Any closer or if you try to cross in front, you risk getting spotted. If there is no moon and/or fog, you may get closer.

You can use the same tips to avoid escorts. I try to spot them first and try to cut behind them to then start a run at the merchants.

You only really need to ID one merchant since they will all go on the same speed and course. Passenger liners are the best for that since they are the easiest to ID.If it is too dark, I will just match course/speed with the convoy and estimate speed/AOB that way.

I try to shoot one salvo at several overlapping ships to increase my chances. Once a ship fills out about 2/3 of the UZO, you are around 1000 meters away and close enough to shoot.
precisely! At 1000 meters, at or close to 90⁰'s to the target's course, the UZO or scope is zero'd and you fire 'as you bear' as the target's bow just barely intersects the scope's crosshairs.; the sub with perhaps a 1⁰-2⁰ setting on the eel's course in the target's travel direction; aiming das boot and using steam eels set on high rarely misses unless it's a dud.
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Old 01-05-25, 06:39 PM   #10
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Originally Posted by Bilge_Rat View Post
I have done a lot of night surface attacks in this game and it usually works well. You just have to stay over 1000 meters away from ships and approach them from the side/rear. Any closer or if you try to cross in front, you risk getting spotted. If there is no moon and/or fog, you may get closer.

You can use the same tips to avoid escorts. I try to spot them first and try to cut behind them to then start a run at the merchants.

You only really need to ID one merchant since they will all go on the same speed and course. Passenger liners are the best for that since they are the easiest to ID.If it is too dark, I will just match course/speed with the convoy and estimate speed/AOB that way.

I try to shoot one salvo at several overlapping ships to increase my chances. Once a ship fills out about 2/3 of the UZO, you are around 1000 meters away and close enough to shoot.
Aktungbby and Bilge_Rat. Are you guys talking about Wolfpack or Silent Hunter 5

1000m/10 hectometers sounds very close. On Wolfpack we always range the targets on the periscopes using the Radian lines. Together with the highest Mast height of the identified ship.

Picture from Fox (member of Wolfpack discord) Ranging the target with the Radian lines.


And then the Vertical Distance table, the Height in meters stands for the Mast height.



If that Mast for example is 36m high. And you zoom in with the perisope and you got 32 Radians. On the table it gives you around 40-42 hectometers. So the ship in the picture is more or less 4000-4200m away.

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Old 01-05-25, 07:51 PM   #11
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Both: reguardless of the particular sim, the tactic remains the same: Get close or within the convoy (Kretschmer surfaced; Chicken me submerged) and wreak havoc at 1 eel per vessel. One reason for getting inside the convoy lanes is to use the formation itself as a cover against pesky, frantic escorts while escaping to reload;...just be carefull not to be collided with by a target vessel. Be certain you have sufficient battery and compressed air for the attack before commencing the attack. Be alert after coming back to periscope depth or the surface to use the deck-gun on cripples or stragglers, that some vessels, incl. escorts, may have collided and are now easy pickings. Also: use the observation scope for a pre-surface visual sweep of all potential hazards as it affords a wider view than the attack scope at night. Good hunting
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Old 01-06-25, 12:12 AM   #12
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you dont use the tables, you use the periscope overlay by hitting E when in periscope view. next you cycle the mast height with the arrow keys in up and down for 10s and left and right for single digits to get the right mast height reading.

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Aktungbby and Bilge_Rat. Are you guys talking about Wolfpack or Silent Hunter 5

1000m/10 hectometers sounds very close. On Wolfpack we always range the targets on the periscopes using the Radian lines. Together with the highest Mast height of the identified ship.

Picture from Fox (member of Wolfpack discord) Ranging the target with the Radian lines.


And then the Vertical Distance table, the Height in meters stands for the Mast height.



If that Mast for example is 36m high. And you zoom in with the perisope and you got 32 Radians. On the table it gives you around 40-42 hectometers. So the ship in the picture is more or less 4000-4200m away.
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Old 01-06-25, 12:35 AM   #13
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you dont use the tables, you use the periscope overlay by hitting E when in periscope view. next you cycle the mast height with the arrow keys in up and down for 10s and left and right for single digits to get the right mast height reading.
Yes i know.
The table is just bigger
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Old 01-06-25, 09:17 AM   #14
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Aktungbby and Bilge_Rat. Are you guys talking about Wolfpack or Silent Hunter 5
Wolfpack of course.

Quote:
On Wolfpack we always range the targets on the periscopes using the Radian lines. Together with the highest Mast height of the identified ship.
yes, fine for a periscope day attack, but there are no lines on the UZO in the game (just like in RL) so there is no way to accurately determine range.

One of the little known secrets of manual targeting is that you actually do not need the range, you just need to determine 1) target AOB and 2) target speed and the math does the rest. The solution will be the same whether the target is at 500 or 3000 meters, although obviously the closer you are, the greater the chances of a hit.

I know periscope night attacks are popular and possible in game, but it is a bit of a cheat. In RL, it was impossible to see enough through a scope at night to attack a target, except in exceptional lighting conditions. This is confirmed in many historical accounts by Uboat captains. This is why the Uboats usually carried out night surface attacks using the UZO only.

One nice thing about Wolfpack is that you can actually carry out night time surface attacks using the same tactics that were used in WW2.
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