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 05-25-06, 07:01 AM   #1
FarmerDK
Bilge Rat
 
Join Date: May 2006
Posts: 1
Downloads: 0
Uploads: 0
Default Need more juice in my torpedoes

Hi guys ! been playing SH3 for a while, and I feel pretty confident with interception and solutions. Its not totally a walk in the park, though. I've been having a lot of problem with sinking C2's lately. Even 2 fish @ 90degrees wont sink the suckers. Yesterday took 4 (ok, they were badly placed) torpedoes before she broke in 2. Just five minutes ago i encountered a well guarded convoy in AM51, I wasnt in the best spot and all the escorts made me a little nervous. When i was able to get a decent shot at a C2 i shot a 4spread @ 110degree bow. 10m depth with magnetic. One exploded prematurely, but i scored 3 hits. That did the job, but with 20 ships in sight I would like to do a little more damage. Here in Denmark, we have a saying that goes: "One bird in the hand, is better than 10 on the roof" does that apply to SH3 as well ??
Any tips ??
__________________
Solution ready, fire 1, fire 2. Running hot, straight and normal.
FarmerDK is offline   Reply With Quote
Old 05-25-06, 07:19 AM   #2
Curval
Navy Dude
 
Join Date: May 2005
Location: Bermuda
Posts: 177
Downloads: 2
Uploads: 0
Default

T2s have been widely reported as being difficult to sink.

Generally my experience is a minimum of 3 torpedoes, but it depends on two things:

1. Where your torpedos hit. There is a vulnerability mod that you can get which highlights the vulnerable spots to hit any ship. You see them on your recognition manual.

2. What the C2 is carrying. This I cannot verify 100% but I have sunk C2s with one torpedo and was treated to a massive fireworks display when it happens. I have assumed that it was carrying explosive cargo...ammunition etc.

These days I avoid even shooting at C2s. If a convoy has any C3s, T2s , T3s, Troop transports or liners I will always ignore the C2s and shoot the big boys.
Curval is offline   Reply With Quote
Old 05-25-06, 09:50 AM   #3
HunterICX
Rear Admiral
 
Join Date: May 2006
Location: Malaga, España
Posts: 10,750
Downloads: 8
Uploads: 0


Default

Well, I hitted an C2 last night...
a nice torpedo right after the commander station and I suppose it carried Explosives coz half way of my second torpedo it just gave me a nice Show breaking into 2 and there she gooooooooes
__________________
HunterICX is offline   Reply With Quote
Old 05-25-06, 10:03 AM   #4
tycho102
Ace of the Deep
 
Join Date: May 2005
Posts: 1,100
Downloads: 0
Uploads: 0
Default Re: Need more juice in my torpedoes

Quote:
Originally Posted by FarmerDK
Any tips ??
I'll can post my "nuclear torpedo" and "nuclear 88mm" mods. It kind of plays havoc with your computer, and in the past I've actually had it crash out on me -- though, I think that was a Nvidia driver weakness. The problem is all the secondary explosions go at one gigantic time, so there's usually this huge lag in framerate for 3-4 seconds when the torp hits and the entire ship blows to holy hell.
tycho102 is offline   Reply With Quote
Old 05-25-06, 11:25 AM   #5
CybrSlydr
Lieutenant
 
Join Date: Jul 2004
Location: Beverly, OH
Posts: 263
Downloads: 13
Uploads: 0
Default Re: Need more juice in my torpedoes

Quote:
Originally Posted by tycho102

I'll can post my "nuclear torpedo" and "nuclear 88mm" mods. It kind of plays havoc with your computer, and in the past I've actually had it crash out on me -- though, I think that was a Nvidia driver weakness. The problem is all the secondary explosions go at one gigantic time, so there's usually this huge lag in framerate for 3-4 seconds when the torp hits and the entire ship blows to holy hell.
LMFAO!

You gotta post screens! :rotfl: :rotfl:
CybrSlydr is offline   Reply With Quote
Old 05-25-06, 11:33 AM   #6
Enigma
The Old Man
 
Join Date: May 2005
Location: At comms depth, obviously.
Posts: 1,476
Downloads: 7
Uploads: 0
Default

Ive been noticing that a C2 will usually take at least 2 torps, and often, a C3 will crzack with one torp. :hmm:
__________________

"Patriotism is supporting your country all the time, and your government when it deserves it." -Mark Twain
Enigma is offline   Reply With Quote
Old 05-25-06, 12:49 PM   #7
slow_n_ez
Officer
 
Join Date: Apr 2005
Location: Astoria , Oregon
Posts: 246
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Enigma
Ive been noticing that a C2 will usually take at least 2 torps, and often, a C3 will crzack with one torp. :hmm:
me too.. just came off a patrol and a C2 took 5 to finally go down.. 2 of them were magnitic hits.... plus I used my last 27 deck gun shells too ... I think I will start skipping the C2's and find something that doesn't have quatriple hulls
slow_n_ez is offline   Reply With Quote
Old 05-25-06, 12:57 PM   #8
CybrSlydr
Lieutenant
 
Join Date: Jul 2004
Location: Beverly, OH
Posts: 263
Downloads: 13
Uploads: 0
Default

Large Tankers are a pain in the ass as well...

Last patrol I had to shoot 8 to finally bring it down - and 4 were magnetic shots under her keel! 1 was a dud and the other 3 were impact about 3m below the surface.

Sea was too heavy to use my deck gun.
CybrSlydr is offline   Reply With Quote
Old 05-25-06, 01:59 PM   #9
squigian
Helmsman
 
Join Date: May 2006
Location: London, UK
Posts: 107
Downloads: 0
Uploads: 0
Default

I too get tired of 'super' ships that take more than 4 torps to down. Realistically, any ship with 4 large holes below the waterline SHOULD take on too much water for its bilge pumps to handle.
squigian is offline   Reply With Quote
Old 05-25-06, 03:18 PM   #10
Sailor Steve
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

I agree where merchants are concerned. Battleships, on the other hand, had Torpedo Defense Systems, or Torpedo Belts, which were filled with a liquid or steel tubes to absorb the blast and keep the real hull intact. Yamato and Musashi both took in excess of 15 torpedoes and 20 bombs before sinking.

Royal Oak, on the other hand, only took three or four, and she supposedly had a good TDS.

Tycho, was that your nuclear torpedoes that blew a Nelson 1000 feet into the air, flying end over end? If so, could you please re-post those old pics? They were wonderful.
  Reply With Quote
Old 05-25-06, 03:18 PM   #11
ParaB
Chief
 
Join Date: May 2005
Location: Germany
Posts: 327
Downloads: 16
Uploads: 0
Default

Quote:
Originally Posted by squigian
Realistically, any ship with 4 large holes below the waterline SHOULD take on too much water for its bilge pumps to handle.
The problem is that in SHIII ships don't take water and sink, they run out of hitpoints.

THE NYGM mod changes this and is therefore highly recommended. Although it's not perfect it's IMO a HUGE improvement over the stock game.
ParaB is offline   Reply With Quote
Old 05-25-06, 04:18 PM   #12
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

Ive found that two fish, magnetic under the keel, that was properly spread, will sink, or at the least slow down/stop, most any ship. Spread is key i think. I try to get the first torpedo to hit between the bow and midships, and the second just fore of his stern, as most of the time thats where the engine room is. This isnt 100% , but it works often enough, and it does seem to make them flood down. Deck gun for the coup de grace once the escorts go away.

One problem i thnk , or rather i suspect, is that in the RND layer, most tankers might be carrying cargo, and not fuel. The default setting is cargo or freight, and if your going through alot of entries in the RND layer, its easy to overlook.
Ducimus is offline   Reply With Quote
Old 05-25-06, 04:27 PM   #13
squigian
Helmsman
 
Join Date: May 2006
Location: London, UK
Posts: 107
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by ParaB
Quote:
Originally Posted by squigian
Realistically, any ship with 4 large holes below the waterline SHOULD take on too much water for its bilge pumps to handle.
The problem is that in SHIII ships don't take water and sink, they run out of hitpoints.

THE NYGM mod changes this and is therefore highly recommended. Although it's not perfect it's IMO a HUGE improvement over the stock game.
Thanks, I'll check that out.
squigian is offline   Reply With Quote
Old 05-26-06, 12:55 PM   #14
Patboot
Engineer
 
Join Date: Jun 2005
Posts: 212
Downloads: 0
Uploads: 0
Default Re: Need more juice in my torpedoes

Quote:
Originally Posted by tycho102
Quote:
Originally Posted by FarmerDK
Any tips ??
I'll can post my "nuclear torpedo" and "nuclear 88mm" mods. It kind of plays havoc with your computer, and in the past I've actually had it crash out on me -- though, I think that was a Nvidia driver weakness. The problem is all the secondary explosions go at one gigantic time, so there's usually this huge lag in framerate for 3-4 seconds when the torp hits and the entire ship blows to holy hell.
Do it, do it, do it!
Patboot is offline   Reply With Quote
Old 05-26-06, 04:16 PM   #15
clive bradbury
Captain
 
Join Date: Jun 2004
Location: stoke-on-trent, UK
Posts: 492
Downloads: 105
Uploads: 0
Default

Try my old 'uprated torpedo' mod. I have put it back on rapidshare for those who want it:

http://rapidshare.de/files/21468632/...rpedo.rar.html

I don't use it anymore as I now use the NYGM damage mod, but it sounds as if you need it! Gives yuo more bang for your buck, but definitely not nuclear...
clive bradbury 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 07:47 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.