1. #1
    Or do you find different depths better for different types of ships?

    Sarge
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  2. #2
    Mittelwaechter's Avatar Senior Member
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    It depends on what fuse you want to use. This depends on weather and firing position as on the year of campaign and what you want to attack.
    Did I miss something?

    Soon there shows up some english speaking nice guy to tell you the secrets...
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  3. #3
    Until finding out about draft heights and the more interesting ways of making torpedoes work for you I have never used the default depths, you can't beat setting a torpedo to a depth of a metre or so below the targets draft height and setting the fuse to magnetic....KABOOM!! and then happily watch while the ship breaks in half!! It's all to do with a bit of physics and letting gravity work for you....

    Or you could use the impact fuse for sheer brute force and aim at a ships ammo or fuel bunker!!!

    Sometimes 1 torpedo is enough to kill a merchant or even a warship when the torpedo is set accordingly
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  4. #4
    Ant__.'s Avatar Senior Member
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    I agree with Goose on this one. I rarely if ever use the set torp depths - I always check the recognition manual and personally I prefer the 'old 1 metre below' method with fuse set to magnetic.

    Interstingly, and to back up what Goose says, I have a good friend who serves on Frigates in the British Navy and he says nowadays pretty much every country use this method, as the force of an explosion below the keel of a ship and the water pressure afterwards that it creates is quite devastating.
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  5. #5
    Hey RealJambo you have reminded me of a post on this forum a few months back with pictures and narative of how an old Australian naval vessel was used as target practice for a new torpedo that used the very method mentioned above...not sure where it is, probably page 100 or so!
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  6. #6
    Ant__.'s Avatar Senior Member
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    Hi Goose

    OT, glad to see you're displaying your winning sig banner! and also that you got it edited to say 'March' - that had been niggling me - given the take up for April os going well, so thanks for getting that done, did HelpPlease do it for you? I ought to thank him if he did.
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  7. #7
    Kaleun1961's Avatar Senior Member
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    I like to play as realistically as possible, for two reasons: I like the challenge and also to overcome the weaknesses of the game. [That being said, I like to use certain computer aids which help me translate the abstract to the limited dimensions of the virtual world.] I know that historically, magnetic torpedoes were a flop for the Germans and this is not accurately modelled in this game. So for me, most of the time I do not use magnetic shots.

    I like to set the running depth of my torpedoes to 3 metres for smaller vessels, like coastal merchants. On bigger freighters and tankers with a deep draft, I usually set my torpedoes to run at 6 metres. My guideline for impact torpedoes is about 2-3 metres above the keel, in order not to have them bounce off the rounded hull. Although it is possible in this game to set your torpedoes to run at 1 metre or even 0.5 metre, I think the game does not model the effect the surface waves would have on such torpedoes.

    If I find myself in a less than optimal attack position [at a severe angle to target and not much opportunity to improve the angle to something more perpendicular] then I opt for a magnetic detonator and set the running depth for 1 metre below the keel and hope for a hit. With magnetic pistols, I try to keep the range as short as possible. I've found that the longer the torpedos runs, the higher the possibility that it will prematurely detonate. Now I know that rough weather is supposed to have an effect on them, but the truth is that surface waves really don't have an effect on a torpedo that is running at a depth of say 3-5 metres in less than storm conditions: It is not being slammed by waves, it is only subjected to the constant resistance of the water through which it is travelling. This is known as "self shock" and was the factor that afflicted the German torpedoes for the first few years of the war. In this game, I have experienced higher premature rates in bad weather. This, in my opinion, is faulty reasoning on the part of the game designers. Bad weather [i.e. waves] should only affect a torpedo that is running very close to the surface. And, in reality, what submarine commander would fire a torpedo at a running depth of 1 metre in a stormy sea? Some of the ships in this game have a very deep draft, which means that with a magnetic shot the torpedo is running at something like 12 or so metres. That's too deep to be affected by surface waves in most conditions. If the weather is that bad that a torpedo running at 12 metres is being affected by the surface conditions, then really there is no way that a U-boat would have been attacking in such weather. It would be impossible, or extremely difficult to observe the target and get the information needed to calculate a firing solution. There were Atlantic storms that were so bad that the U-boats had to call off attacking convoys, as it was impossible to operate offensively. The priority for both sides was just to survive the storm.
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  8. #8
    OT RealJambo - just sent you a PM
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  9. #9
    lecek's Avatar Senior Member
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    I use 3 meters an impact for almost all merchant targets.

    I will change depths sometimes, use magnetic sometimes depending on odd conditions.

    I have had a number of duds with torps set deep because of rounded bottoms of ships so I don't normally aim very low. I can sink most ships in one shot this way anyway.

    I will use magnetic torps for odd angles and for example with a liner. You can sink a liner much easier with magnetics. I don't get enough of a crack at them to know how to sink them in one shot.
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  10. #10
    Mittelwaechter's Avatar Senior Member
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    @ Kaleun1961

    The problem with magnetic fuse in stormy seas is not the running depth but the up and down dancing of your target!
    If the keel is raised by the waves, the torpedo doesn't contact the magnetic field of the ship and moves on.
    And with its keel deeper down the ship presents the rounded hull to cause a bouncing off.

    Four different conditions:
    calm seas + good position = impact fuse at 3 meters above keel or magnetic fuse at 1 meter under keel for a "skill shot" to break the keel
    calm seas + bad position = magnetic fuse at 1 meter under keel - no bouncing off
    rough/stormy seas + good position = impact fuse at 3 meters above keel - magnetic settings see my comment
    rough/stormy seas + bad position = try to find a better position, don't waste torpedoes.
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