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Thread: zig zag problem | Forums

  1. #1
    now every one agrees that once you fire a fish at a lone merchant and miss {yes it happens sometimes} the merchant starts to zig zag. I find it almost imposible [even in calm water} to score a torpedo hit once the zig zig starts. I usually surface and take her out with the deck gun. Of course, this would not be possible if their were any escorts. anyone have any other strategy with the above problem? What I mean is, are their any good ways to use fish once a zig zag starts?
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  2. #2
    If the merchant in question is worth the expenditure of torps at all(C2/T2 or above), fire a spread of 3 torps.

    Toggle a spread via the F6 key and set a very small angle between the torps.

    If you do this with your first firing of eels, then you won't have to worry so much about the target zigging anywhere but to the bottom.

    Even if the target starts to zig zag, a kill is still easily attainable by closing to 500 metres and close to 90 degrees, then smack the target at close range with a 'snapshot' or 'shooting from the hip'. Disable all TDC info by clicking the X on the notepad, then take an educated guess and fire at the bow or just in front of the bow of the target. At 500 metres and a speed of only 6-7 knots, zigs won't save him if you set steam torps to fast.

    I use snapshots with very good results when the weather is too bad for accurate periscope readings and other factors prevent me from surfacing and using the UZO. You need to be close though.
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  3. #3
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    I do run forward of the merchant and wait submerged some 300m perpendicular to the merchant's main course. It comes zig-zagging, but when it it a bit before the closest point, and on a course straight at me, I fire a torpedo (or two, depending on merchant size) set to explode under the keel. Since the merchant is coming directly at me, the direction for the torpedo to go is constant, and when the torpedo arrives below the keel, it explodes from the magnetic influence.

    It has worked pretty well for me.
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  4. #4
    If you use electric torpedoes the target won't start the zig zag routine even if you miss. As for how to hit a target that is doing evasive action, try from less than 500m (but above armingdistance of 300m) like allready suggested.

    Alternatively: get out of the convoy, remain undetected and reposition for another go further down the convoy's path. Give it about 1 hour from the last time they spotted you (or your torpedoes), by that time they've calmed down and are once again easy pickings. This way you get better results while saving torpedoes.
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  5. #5
    As mentioned, with electric torps target only starts to zig zag if you hit him but he doesn't sink.

    That is one benifit for electrics.

    If you are doing manual targeting, I would suggest as said above that you set up perpendiclar to his original course. The modification here is that you should aim behind where you want to hit him. Not too far just a bit. Like the space from the front of the C2's superstructure the the back of same. Turning slows the target down, and so does an AOB of less then 90. (Which is almost always if you are setup against his original course.)

    Keep in mind you should avoid shooting at targets above 1km in range most of the time. It is twice as hard to hit a target at 1km then a target at 500m. 4 times as hard if you back off to 2km.

    It might not be hard to hit a C2 at 2km, but it will be hard to consitantly sink him in one shot.
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  6. #6
    You can fire magnetic torps at less than 300m. I blew up a destroyer that was looking for me at only 220m.
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  7. #7
    Wot I do is...
    you have it's original course averaged out from it zig-zag course. It's speed you can estimate by looking at it's bow wave. Set AOB to 90, set speed to 0.707 of that estimated speed... and BOOM!
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  8. #8
    Originally posted by MickeyMouse_:
    You can fire magnetic torps at less than 300m. I blew up a destroyer that was looking for me at only 220m.
    That's odd - I thought that the arming distance was the same (about 300m) for electrics as for steam torps. The only time I misjudged and fired too close (thought I was about 325m, but turned out to be about 275m, and I was rushing to also get a stern shot off so didn't have time to check before my shot), both my electrics ran right under the keel without exploding.. The depth setting was perfect, so I figured it had to be the too-short distance that caused the problem). Sounds like you lucked out with that escort.
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  9. #9
    I'm pretty sure it's 300m traveled distance. So if you fire at a destroyer which is moving away from you you can of coarse fire from below 300m, as by the time the torpedo hits it will have traveled more than 300m to get to the target. Not sure if this distance changes later in the war though. Anyone?
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  10. #10
    No, it's only 300m for impact detonators. Just last night I blew up a docked enemy ship at about 250m with a magnetic detonator. Try it. BTW, you can use a magnetic detonator on the TI.
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