Ship Weaknesses (Silent Hunter 3)
The request of all who are interested, lay out screenshots (location of tanks, keel, "boiler") or torpedo hits. Or just tell me what to
All living creatures on the screenshots are ships that come across most often in trade convoys.
So far, I haven’t come across Liberty, I haven’t made screenshots yet, because, for example, a small trader drowns from hitting one torpedo not exactly in the tank, just from hitting the front, but with tankers, it’s better to hit a little further than the boiler.
For tankers, I advise you to shoot only 1 torpedo in the middle between superstructures. Contact fuse, depth 3 meters. Guaranteed fire. The truth burns for a long time, but it will not be possible to save it.
Strange .. I read a lot here about torpedo settings. There is no general opinion. But as far as I have noticed, the vast majority for some reason prefer contact fuses and a shallow depth. I used to use these settings too. Until I learned about the properties of magnetic fuses. And here's what I'll tell you. In most cases (I emphasize, in most .. but, nevertheless, not always), the contact fuse is inferior to the magnetic fuse by a decent amount of points. This is not unsubstantiated. And multiple "volley" experience. I shot tens of hundreds of torpedoes at targets. And so, and so, and so, and so. And I came to the conclusion that, for example, firing a torpedo at a tanker with a magnetic fuse under the bottom in 95% of cases leads to instantaneous detonation of the cargo with known consequences for the tanker, (and from here you can see, that in almost 100% of cases only one torpedo is enough) while such results are achieved by hitting a torpedo under the bottom almost along the entire length of the tanker's keel (almost from the bow and almost to the propellers) .. then, like a contact fuse, it destroys the tanker from the first torpedo, with a degree of probability several times less than magnetic + contact very rarely (much less often than magnetic) when a torpedo explodes, it leads to detonation of the cargo + very often after the first torpedo, circumstances force the launch of a second or even third torpedo + contact, unlike magnetic, requires much more dedication when calculating shooting and aiming, because a torpedo with a contact fuse needs a much greater degree of hitting exactly in the weak spot of the ship in order to inflict more damage on it with a smaller amount. Well, plus to all of the above, the risk of a torpedo not exploding in case of a hit,
It is clear that "magnetic" tactics in some cases are also "not holy." Risky. An explosion at the wrong time, or vice versa, a non-explosion (in the event of a storm, and the ship hangs on a wave at the moment a torpedo passes under it), an incorrect depth estimate when setting up a volley. But in general ...
I haven’t used contacts for a long time ... Basically, only in cases where you need to finish off a wrecked, banked, differentiated, "sagging", but unwilling to go to the bottom, ship, and as a result it is impossible to adequately estimate the depth of the keel and the course of the torpedo.
And what are you guided by when choosing torpedo tactics?
I can only say that I fully and completely agree with Alex U-105. My personal experience absolutely confirms what you said, colleague. When firing with a contact fuse, sometimes even small ones and coasters did not sink from hitting one torpedo, but from a magnetic one they are guaranteed to go to the bottom. There was a lot of talk on different branches about shooting exactly at some point, especially about tankers. Maybe I'm a fool, or I'm doing something wrong, but in the so-called. "weak spots" hit tens and hundreds of times, but instantaneous explosions and breaking ships are more likely a matter of chance. And, sorry, colleagues, but I can’t understand how you can accurately calculate the place of a torpedo hit from a distance of, say, 1000 meters, with a wind of 5 m / s. There are virtuoso craftsmen, able to accurately calculate the distance from periscope depth to bumpy? That is, to accurately establish the horizontal line of the periscope crosshairs on the waterline of the ship, and its upper bar - at the very top of the mast, especially since this top is far from always visible, because it is, an infection, thin? Maybe there is a way to fix the crosshair lines? I shoot only at the eye, otherwise I don’t know how.
By the way, about the T3 tanker. The bow is not marked with a weak point. But I drowned them with 2 torpedoes on a magnetic one, hitting exactly there. It takes more time, but the ship went to the bottom with a trim on the bow.
for all ships, the weak point is the middle, an angle of 45 degrees, as a rule, I aim and direct the boat exactly at this angle relative to the target.
Why 45%? I always stand 90 degrees to the goal. 45 - this puts the boat on the course of the target, given that you still need to calculate the data, and the torpedo should hit the ship under kut 90 anyway.
You're not a fool and you do everything like that, it's just really del chance. The indicated weak points of tankers are generally complete crap. They have a certain fatal point in the game, which, apparently, is like a homeless person - he does not have a permanent place of residence even within the same type of ships.
Well, I don’t know .... When I fell down with automatic data calculation, or in the port, on tankers, it works in 60% of cases.
In bad weather, with poor visibility, passing through Gibraltar, I go skidding at medium speed, with the radar turned on. The goal is to get attention. When it becomes clear that my presence has been noticed, I increase the speed to "full speed" and lay down on the course of the target. I go face to face. From a safe distance, I dive to the periscope depth and begin to prepare a torpedo: a depth of 4.5 meters; speed 44 knots; magnetic fuse. I open the torpedo hatch. When the distance is reduced to 350-370 meters and the enemy can already be recognized through the periscope, I launch a torpedo. The torpedo passes along the bottom of the ship (almost along), and usually explodes. If the Elko boat turns out to be the enemy, then you have to start maneuvers in order to "get lost". :)
An interesting thing, I used to have such a tactic against destroyers: you go straight ahead to the destroyer, then you dive, when it opens fire, raise the periscope so that you can see where you are. When the distance is 300-50 meters, sharply to the side, we change course by 90 degrees, and when the destroyer is turning around, we torpedo with an already prepared torpedo (the torpedo tube is open, the speed is max.). Not the best way, but still gives a 60% guarantee, even 100% realism.
Handrusik, Sergey-u-boot, there have already been repeatedly mentioned tactics for destroying destroyers that are approximately similar to yours. And also, it has been repeatedly said that such tactics, even 100% realism, have nothing to do with realism. In reality, for such tactics, your team would have drowned you in the sea with your own hands. And also because such tactics (as well as, in general, any other related to the destruction of destroyers) did not exist in principle, because in reality, from the moment when the destroyer discovered the boat, there could no longer be any attacks be out of the question (with the exception of the rarest hopeless cases). About the distances at which you approach the destroyer, which is aware of where you are, I won’t talk at all .. Kamikaze you guys)) Of course, the game is not reality) Well, they will drown if, so what ..)) Let's start again. Moreover, the destroyer is a toy-computer,
Basically, all our tactics differ from reality, that we are not afraid to be sunk in the game. It’s the same with airplanes, because the danger lies in the fact that in reality, if a bomb hits nearby or in the boat itself, it meant death to the whole team, and we just restart the game...
we are not afraid to be sunk in the game Excuse me, who is "we"?
For example, I try to treat the game with the maximum degree of realism. And even in the game, especially when I have passed half of my career, I am afraid of being drowned. Yes, imagine, it really becomes scary for your boat, for your career, when destroyers dart around me, and even more so when I am discovered by them. Even though I understand that it's just a game. And I try to squeeze everything out of myself in order to get out of the created dangerous situation. And when I succeed, there is a wild relief. As if, indeed, he escaped from real death. And there are enough people like me. And we have no tactics for sinking destroyers at all. Destroyers are drowned by us, either in a hopeless situation, or, conversely, in a favorable situation. Moreover, no intentional self-discovery. Compliance with all the nuances of realism, as much as possible.
As for the planes .. Firstly, you can’t get away from meeting them with all your desire. Secondly, in reality, if a bomb hit nearby or in the boat itself, it meant death to the whole team .. What kind of fright is this?)) You don’t know the history of submarine warfare well. It's like saying that an aircraft carrier will get kicked if a torpedo hits it. It depends on WHERE it gets, depending on HOW it gets .. So, your above statement is nothing more than a delusion. And thirdly, I'm afraid of aircraft in the game no less than destroyers. And the best remedy against aircraft is diving. And not brave shooting from anti-aircraft guns. Anti-aircraft guns are used by me only as a means of scaring aircraft away from the boat until a good moment of diving. The last time it ended in trouble for me: the anti-aircraft gunner was killed, the hull of the boat was seriously damaged.
Perhaps, for you personally, the death of your SH3-boat means just a restart of the game. But I wouldn't speak for everyone if I were you. Moreover, it is already clear that such a frivolous attitude, as you have, to your (even a toy) boat, is far from being for everyone.
Now it even seems to me that you don’t have that perception of all the nuances of the game, which it should, in theory, evoke from the player. And you are unlikely to be able to feel those feelings for yourself .. the real fear for your life that the real submariners of that war experienced, being in their steel "prisons", where the chance of dying is orders of magnitude higher than returning home alive ..
Sincerely, Alex U -105
I meant saves. Anywhere you can save and turn back time. About planes: it's clear that a bomb hit directly on a boat or nearby does not mean anything specifically, I said in general.
Z.Y.
Recent Posts FLUD, aren't you very stubborn about the absence of anything else here? or do you allow yourself to flood?
I don’t understand at all why you need order in some kind of gaming site?
If you are really interested in diving, there are many larger sites on this topic, even on the same Silent hunter. My perception of this game, as I mentioned, is different from a simple simulation. !This does not mean at all that I am indifferent to the submarine fleet and cx3 in general!
Handrusik, Sergey-u-boot, there have already been repeatedly mentioned tactics for destroying destroyers that are approximately similar to yours.
I didn't know it was dangerous! Gee-gee :)
Okay, let's go. Then tactics on large courts. (also not real :) )
Previously, ships like C2, C3, T2, T3, fr. Empire, Big. bargain. the ship was torpedoed in the stern, under the belly (!!!). One torpedo was enough, the stern sank under the water, the ship drew water, lost its buoyancy reserve and sank. But it took about half an hour. I had to be next to the "wounded" ship and wait for it to sink. If the ship sank out of sight, no points were awarded. :( Meanwhile, the convoy was leaving.
Getting into the fuel tank is sniperism. It's hard, there are few chances to hit.
I recently noticed that if a torpedo hits under the belly (!!!) at a distance of 2/5 - 3/5 from the bow, something detonates near the ship and it immediately sinks. In the event that detonation did not occur, then in 75% of cases the ship still sinks after half an hour. :)
Alex U-105 comments?
I also had a similar experience, having used up all the torpedoes and spitting on a ship, you will sail away, and then it will self-flood and your points will be plus.
the only real chance to sink the ship right away is to hit the engine room ... all other hits can be somehow compensated by counter-flooding ... or the ship should not be very large ...
Alex U-105
I agree, you need to take care of the boat. Even though I myself have been playing for 5 years at 43%, but I have enough mind not to stick my nose out. Das Boot teaches a lot. I'm very worried about any damage. It’s cool to stagger the convoy, while escaping on soft paws at a speed of 1-1.5 knots, without spending a single torpedo on an escort without damage. By the way, it is 100% checked, you switch the machine telegraph and put 1-1.5 knots instead of yourself. And you don't need to include any Z's. Nobody hears you anymore. Gibraltar, even if you live there
The weakest points are a little to the stern from the front cut of the wheelhouse on all steamers from the battleship to the transport, there is a high probability of flooding with 1 torpedo.