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Thema: torpedos & solutions

  1. #1
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    Question torpedos & solutions

    I usually use fast magnetic torpedoes, for just about everything I come in contact with.

    my question is, what are the pros / cons / ideal situations to use the other settings, like impact & slow torp. settings?

    the obvious advantage of using slow torps would be the 5k difference in maximum range capability it provides. (7k vs. 12k, steam torpedoes)

    one disadvantage of using magnetic torps is that sometimes they detonate prematurely. however I hear that using impact increases the chances of a dud happening.

    anyone clear this up or have any gems of wisdom to offer on this subject? does anyone else feel like salvo-ing is just waste of torpedoes?

    my last inquiry deals with calculating a firing solution.

    typically I will try to time my calculation, as the lock on turns green, for the best possible results. I will update the solution again, as I switch torpedo tubes in preparation for the second shot.

    is this necessary or can I just go with the original solution?

    I do tend to change course a lot so its a bit of a concern to me, especially when one considers the amount of time in which a green gyro lock on is available being as brief as it is.

    if I can save time by not having to recalculate in between tubes, then i'm inclined to try it at least.

    thanks.

  2. #2
    Maat
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    My order:

    1. Id draft;
    2. Choose torpedoes of the same type; - you cannot use one solution for torpedoes with different speed unless your target is slow enough;
    3. Flood torpedoes, set draft and select detonator;
    4. Prepare solution (or you can flood one torpedo, ask for solution, enter settings);
    5. Fire first torpedo, move the pointing line to the ships shadow (it returns to its original place after first shot) and into different position and fire second, then move it a bit and fire 3rd (Type II boat).

    One solution for 3 torpedoes (I believe you'd even have time for the 4th one and maybe one more if you can memorize ships shadow well).

    If you have different torpedoes then ofc you have to make a new solution for each one.

    If you use magnetic detonator then the green triangle and ships angle won't have huge impact and you cannot always have 90 degrees if you or targets are surrounded by escort in a sunny day.

    Also switching torpedo speed to the lower setting is useful when you have several targets. You can try to imagine or calculate yourself how to hit different targets at approximately same time. Useful if you don't want ships to change their path when they are alarmed or get pinged by escorts.

  3. #3
    Maat Avatar von CaptainRogue
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    I am a former submariner. On the sub I was the torpedo plotter. I received a letter of commendation for that particular service onboard. So here is my 2 cents worth:

    1) We are dealing with 1930's technology so I always use impact and rarely magnetic. The theory there is that the ballistics are so weak that you are wasting most of the explosives by blowing downward and away from the vessel when using magnetic. This would be even more dramatic on the more heavily armored warships.

    2) Always get a new solution when firing a second or third shot. This is the way it is done in real life. Also, get at least 3 solutions before you actually fire the first shot. This also is the way it is actually done. You can start getting the solutions early before you have a green light. On a 90 degree approach at 2000 meters you will get the green most of the time at about a 30 degree angle on the bow. However 10-20 degrees is a more accurate shot. Remember, you have a 40 degree window (20 degrees to either side of 360) so don't get in a rush.

    3) Make sure your angle on the bow is not too severe. The further away from the target the more room you have for an increased angle. Never fire at more than a 30 degree angle on the bow. Also, allow 10 degrees extra if you are using the tube on the opposite side from the target. For example, if your target is 30 degrees to your port side, and you are 2000 meters away from your target with a 90 degree approach then you should allow the target to get to 10 degrees or less if you are using your starboard torpedo tube (3).

    4) TRAIN your weapons officer!!! The weapons officers are not all equal. Some weapons officers are better at level 1 than others are at level 3. If your Weps tends to miss ahead of the target then a last minute course adjustment toward amidships after he gets the angle could be beneficial. Pay attention to their calculations. Learn to recognize erroneous calculations. Some Weps will repeatedly make the same mistake on a calculation and you will miss regardless of how many times he calculates the solution. When that happens it is better to just abort, allow him to regroup and try a different approach or switch to another target. A well trained crew is preferable to a more modern boat with a weakly trained crew. For those of you that are playing the Aux IIA's and disposing of them for free fuel and fish, you are not doing yourself any economical favors. Torpedoes are not called "torps" they are called fish. It drives me nuts seeing them called torps in chat, lol.

    5) Finally, it is much better to be traveling at 0 knots when you fire, Imagine trying to hit a street sign with a beer bottle from a moving car or firing a rifle at a moving target from a moving vehicle. Very difficult things to do.

    I hope this helps you all and happy hunting.

    Silent Service = Death From Below

  4. #4
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    some of the best advice i've found in forums (both in English and German). Time to try some of these tips out

    must admit I tend to use t1g7a on a mag setting a lot, they are cheap so if i have dud, i dont worry too much. teleport in front right/left, study sonar, plot their course, surface and steam quickly ahead of convoy, duck, plan firing solutions, up peri, id + draft, pick tgt, calc, spread (for anything big) at 90 -+-10- degrees @ 1000m on mag and fire away. But then this easy going approach is probably a reason i have experienced a few disasters I cannot blame on server lag/crashes

    So I should perhaps experiment with the electric torps using CaptainRogues method

  5. #5
    Fregatten-Kapitän Avatar von Kaleun_Prien
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    CaptainRogue is right in mostly what he says. But in SHO as fare as MZ versus AZ is concerned, there is not so much reality implemented. The german SHO-Kaleuns used mostly from the beginning MZ, because AZ didn´t as much damage as MZ did. One shouldn´t over estimate reality in this game. In wolfpacks we even fight escorts with deck gun, has also nothing to do with the real thing!!
    Findet die Boote, jagt sie, versenkt sie!

  6. #6
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    The damage mechanic for torpedoes is heavily favoured for magnetics even with the dud chance the damage caused by a single shot underneath the target is almost double or triple that of an impact shot. from experience on here I find the G7e electrics are best all round torpedoes , can often get single shot kills on smaller freighters and destroyers or two on a tanker. They also do not spook convoys if you miss due to the lack of bubble trail. and with faster torpedoes using slower speed settings only makes sense if you wish to fire multiple torpedoes at multiple targets and not have them start evading. as while the maximum ranges of torpedo travel can be as much as 12km , you are rarely going to reliably hit from more that 2km. Weapons officer accuracy does not seem to improve with level from what I see only the speed at which he completes his tasks , could be wrong but thats how it seems.

  7. #7
    Kapitän-Leutnant
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    There was a question into the beginning, why using slower torps or speeds. I use it for slow big targets. Not to acquire distance, but to allow two salvos reaching the target at nearly the same time. e.g. send 2xT-I/III(at 30kn) as first and 10 seconds later 2xT-I(40kn) as second salvo. By guessing and experience you can trim your times to have the impact of both salvos at the same time.

  8. #8
    Maat Avatar von CaptainRogue
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    I have been using Mags for a couple of days now and I do see an improvement in damage but I also see that I need to get closer to the target to prevent misses. The impacts are more suitable for the longer range shots than the magnetic fish are for me right now but that could just be from lack of practice with the magnetics. There were a lot of misses at ranges that I have had great success with when using impact fish. Shots on slow moving freighters in excess of 2000 meters away are normal for me with impact but not so much with the mags, yet. I suspect that given more practice and experience with the different ship's drafting tendencies I should be able to hone my skills with the magnetic fish to make those longer shots.
    Geändert von CaptainRogue (26.10.13 um 10:20 Uhr)
    Life is simple...either you are qualified, or not.

  9. #9
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    I noticed the magnetic "exploded too early" phenomenon happens more often on long range shots (more than 2000-2500), let's call them dud torpedoes. On the other hand, no difference between hit rate in my experience, with level 4-5 1WO.

    Anyway, I always sink a merchant in two hits amidships with magnetic detonator (even with steinbutt two are needed), on the other side with impact I lost count of torpedoes needed to obtain the same amount of damage.
    --
    Shub

  10. #10

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    Shub i wish that was true but it tends to happen more often on close ranges (TI 300 to 500) i had 3 "earlies" on the row which even on ranges beyond 2500 havent seen that happening

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