View Full Version : Torpedo damage to destroyers

04-15-2007, 04:20 PM
I could be wrong, but should a destroyer not be able to be taken down with only one torpedo? I would think for a vessel of that size that 1 hit should pretty much do it. I find it somewhat irritating when I get "Torpedo impact" and the thing just won't go down.

Any thoughts?

04-15-2007, 04:50 PM
I am curious as to how much of "General Quarters" is modeled in this sim.

If it is true to life, then once general quarters sounded, the ship should be in condition zebra where all the water tight doors are shut.

So, perhaps if you get a hit before they spot you, the doors are not all secured, which would make sinking a ship a bit easier. If you hit after they had spotted you, then they may be at the most ready to contain flooding.

Perhaps also, the experience of their damage control team may also play a

04-15-2007, 05:49 PM
I read here a few months ago that ships don't have damage control teams...

I've also noted that when you pop a torpedo under the keel of most destroyers, they tend to break in half or just straight sink within minutes. Perhaps you are using impact torpedoes?

04-15-2007, 05:50 PM
I am positive, after stidying the data files, that there is no advanced stuff like that. Basically, a DD is separated into several compartments. Most of them will sink a ship from one hit. However, some do not, especially the one between the engine room and the rear ammo storage. If you hit a ship there no luck of it sinking, usually. Also, the ammo storage compartment is tiny. Therefore, if the ammo does not go off, only that tiny portion of a ship will be flooded, which alone will never result in a sinking. And yes, all compartments are always sealed on all ships

04-15-2007, 10:13 PM
Sounds like **** luck.

I run 1.4 with GWX1.3, and just about every destroyer I've ever taken on has sunk in one hit.

Lots of stuff on them that doesnt react well to fires/explosions. I see them often break in half or just go down to the deep real quick.

My troubles are with merchants early in the war when the magnetic triggers fail. once they start working I put them 1m under the keel and it works out decent.

04-15-2007, 11:00 PM
Generally, I've had the one-hit sinkings of Destroyers and below, but a few times I've hit with the acoustic-guided Zaunkonig. That usually tracks the target from astern and it's just blown the screws off. Still, it makes it a nice soft target once it's stopped in the water.

04-16-2007, 05:43 AM
I've never had to use more than one torpedo on
a Destroyer. I think it's because they normally
are around 1100 tons and not too big etc...


04-16-2007, 06:04 AM
Generally, I've had the one-hit sinkings of Destroyers and below, but a few times I've hit with the acoustic-guided Zaunkonig. That usually tracks the target from astern and it's just blown the screws off.

My experiences exactly!

Every time I use a "Homer", ...it will blow the wheels and rudders off, but leave the DD afloat.


04-16-2007, 06:20 AM
I have similar experiences, but I guess it depend on the speed of the destoryer and the "impact angle" of the trops. 'cos sometimes the trops not just blown the screws off, but hit the tail more toward the centre of the ship, so they eventually sink. But it only happened a handful of time in my past encounter with destoryers

04-16-2007, 09:05 AM
AO1_AW_SW_USN and I had a very similar conversation in this (http://forums.ubi.com/eve/forums/a/tpc/f/857101043/m/8591033335?r=1041072435#1041072435) post. Destroyers do have damage control teams and they do set condition zebra when they go to general quarters. However, a big hit with a big torpedo will mess anyone up.

Very rarely have I not sunk an escort with only one torpedo. They usually blow up after I hit a magazine. Destroyers rely on speed, aggression, and numbers to defend itself. They don't have the armor like a battleship and they don't have the mass of a merchant. Even in today's navies, destroyers are vunerable to the very same attacks.

04-16-2007, 10:42 AM


04-16-2007, 11:46 AM
well most of the
DDs that I have attacked have gone down with one torp and I have sunk a couple BBs with one torp as well

04-16-2007, 12:18 PM
Is this when using manual targeting or automatic. I thought that when using auto targeting the damage done to ships is much greater than that of manual targeting, unless you get a nice manual shot.

04-16-2007, 01:56 PM
I don't think manual or automatic targeting affect damage at all, just your reknown at the end of the patrol. Damage is caused by where a torp hits a ship. If you stick with completely auto targeting, you are locked on the center of the ship. The auto aiming just decreases the work necessary to launch a torpedo. It is still the same torpedo and the same ship it hits.

04-16-2007, 07:22 PM
Actually, it's said somewhere on the boards here that when using auto aim, there is a critical hit every time and when using manual aim it's luck.

04-18-2007, 01:42 PM
Recently I was attempting to sink a T-2 Tanker. I put three torpedoes into it; two center-shots with Weapons Officer assistance and then I lined up the final shot myself to put it aft of the superstructure, and that sent the tanker to the bottom - advantage of manual aim is that you generally pick where to put the torp, especially if the target is dead in the water.

Regarding Zaukoening torpedoes, I'm still in the midst of that patrol and I happen to have a few of the "Redheads" loaded. I fired one out of my stern tube at a C-Class Destroyer with W.O. assistance, it went for the center but then halfway there appeared to turn to go behind the destroyer. It hit between the screws, I figure, because the C-Class blew up very nicely from stem to stern and was gone in less than a minute.

04-24-2007, 02:31 AM
You don't need to use manual TDC to aim at different parts of the ship. Whenever the targeting reticle is pointed at any part of a ship it brings up the stored info on that ship in the notepad. If you set AoB and Range, they are locked regardless of where you pint the peri. You don't need to click 'lock' to get a solution on a target while using Auto-TDC.

You can press fire without locking on the target with auto as easily as manual. The difference is only in the accuracy of the Manual solution. Since auto is always perfect hit rates are better. But you aren't limited in how you aim along the length of a ship's hull.

05-15-2007, 01:38 AM
Originally posted by klcarroll:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Generally, I've had the one-hit sinkings of Destroyers and below, but a few times I've hit with the acoustic-guided Zaunkonig. That usually tracks the target from astern and it's just blown the screws off.

My experiences exactly!

Every time I use a "Homer", ...it will blow the wheels and rudders off, but leave the DD afloat.

* </div></BLOCKQUOTE>

Ive used the acoustic torpedos for 3 patrols now and launched them all at destoryers and every last one that exploded sunk the destoryer with a stern hit. (Most likely cause I always set up the depth as if im doing a keel shot so it blows up under the props/rudder/stern) The only real problem I have had is the destroyer going to 20+ knots and the acoustic that I am able to use cant go faster than 20 knots, so the destroyer out runs it.

05-15-2007, 02:31 AM
I too have not had any problem sinking a destroyer with one torpedo. I usually take a course where they are straight in front of me or directly behind me and give them one at 350-400m. The only time that doesn't work is if the torpedo doesn't track or it's a dud.

05-15-2007, 03:45 AM
I must agree with Deltoros first comment, being ex-navy, condition Yankee is always run at sea, but when in known hazardous waters, you are always at condition Zulu. All watertight doors etc shut, all crew at their action stations including damage control teams of which even a small DD will have three below decks - primed and ready to go.
Having said that, a fish belting into the boiler room would be devastating.
The size of the boiler room (fire room) is quite large, and a damaged boiler plus broken pipes will spew super-heated steam 360 Degrees C @ 1265 Psi. No-one will survive in there, and it will be at least 2hrs before it is cool enough to enter; plenty of time to flood beyond saving.
If the fish belts into the for'd or after magazines - goodnight.
You can be lucky at times, but in the early years '39 - '40, it is easier to get them, after those years you should avoid them at all costs.