View Full Version : How to efficiently sink enemy vessels?

04-21-2011, 02:14 PM
Folks, you have lots of experience. I'm a newbie here. Strategically, what is the best distance and position for sinking an enemy vessel? Should I stay at periscope depth all the time during torpedo attack or there are instances when it is better to surface the sub? Which torpedos are used in which situations?

Thank you.

04-21-2011, 02:34 PM
Not sure how well this particular game simulates night attacks...

In theory, it's better to stay on the surface at night, and shoot from about 1000m.
Periscope depth during the day, and shoot from 1000 (farthest) to 500 (optimal) to 300 (cutting it really close) meters.

With closer ranges, you don't even need the TDC.

Steam torpedoes are good in two instances:
*At night
*During day on FAST speed and really close range, so ships can't evade well

Electric torpedoes are slow, but wakeless. Shoot those during the day if you want to remain undetected. That is, before impact.

[edit] Again, not sure if this game simulates historical problems with torpedoes.

If you try to shoot magnetic torpedoes under the hull, you will do more damage, but increase a chance of torpedo not exploding

04-21-2011, 02:51 PM
Many thanks for the advice. I have one more question: the system controlled with the [TAB] key - I think called 'TDC" - shows the following circled numbers: '1-2-3'. I'm not aware what are those for? Do they show the imaginary position of the sub at present speed and course in close future time? How can I use these numbered-guides to increase the efficiency of my topredo attacks?

04-21-2011, 04:57 PM
Originally posted by shop1DA6B59EB:
Many thanks for the advice. I have one more question: the system controlled with the [TAB] key - I think called 'TDC" - shows the following circled numbers: '1-2-3'. I'm not aware what are those for? Do they show the imaginary position of the sub at present speed and course in close future time? How can I use these numbered-guides to increase the efficiency of my topredo attacks?
No, that's called the 'tactical action interface'. The TDC stands for 'torpedo data computer' and was an actual piece of equipment in a sub. Think of it as a mechanical analogue computer.

The circled numbers are used for automatic targeting (aka easy mode) and represent the torpedo position. To get the best results you have to overlap the corresponding numbers by adjusting firing angle, speed etc.

04-21-2011, 05:12 PM
Thank you for your comment. So, when I'm aiming at an enemy vessel, should I aim the hair-cross at the vessel or in front of it to compensate for vessel's movement? The game allows me to 'lock' the target - does this mean that the Torpedo Data Computer does the necessary compensations automatically and I should not bother with that?

From what I've seen in the movies crew of WWII subs calculate the angle of the torpedo before firing. I did not know they had a sort of computerized locking system.

04-21-2011, 06:50 PM
In the movies, a captain calls out (or SHOULD call out) the range, angle on bow and estimated speed of the target. These are plugged into the computer by another crew member, and the final torpedo angle is calculated.

I have a feeling that a lot of captains might have just guesstimated the angle from experience.

Anyway, I am not sure about this particular game, but in the other games, you lock the target ship, enter range, angle on bow and speed, and the torpedo "should" hit where your periscope is aiming.

I hear this particular game uses a different method, someone please explain http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

04-28-2011, 01:47 PM
i think its better to lock on the traget and then unlock, then fire.

05-19-2011, 05:02 PM
Hi Never played before

I need a lot of training is there any i can play?
I also need help i can't seem to sink any ships at the monment all my Torpedo keep missing how do you get this on target any tips also what is the line mean from your sub with numbers from 1 to 3 http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif

05-19-2011, 05:21 PM
Hm, about magnetic detonator: never use it. It doesn't works, Paulhager conducted several tests.

If your torpedoes keep missing the target, it can be due to:

a. You set historical torpedoes: they run deeper than set, the magnetic detonator never works and the impact detonator has some troubles, too.

b. You're not aiming correctly: do you lock the enemy ship with the TDC or the periscope? "L" key. Also, the game needs you to refine the firing solution.

The line you're refering is related with another line that comes from the target. You've to link those numbers to grant a hit: if you put the segment 1-2 of your line over the segment 1-2 of enemy's ship line, you may be pretty sure this zone will suffer the impact (or to have sailing under it) a torpedo.

05-20-2011, 06:57 AM
Find the target true course and use the ruler to draw a line where the target is going (in stock the direction is indicated by the trailing line)

Set your boat up 1500-3000 m from this line, perpendicular (90 degrees) to the target course

Hit spacebar in periscope/UZO when looking at the ship to lock on

Now its locked move your periscope bearing (shown at the top of the periscope view)to a heading of zero.

Now move your periscope bearing 15 degrees to the right or to the left (if the target is coming FROM the right set it 15 degrees TO THE RIGHT. This sets up a shot likely to hit at roughly an ideal 90 degree angle

Find the target speed (in stock you can see this by hovering over the target and reading the number in knots in the bottom right corner) OR measure the distance travelled in 5 minutes by the target, covnert to m/s (Distance/ (5x60= 3000) and then convert the m/s into knots roughly by multiplying by 2.

Set the AOB (if you were on the target ship looking at the submarine what bearing is that). If you've setup how I have described then the AOB is simply 90 degrees (which would be when your looking directly at the boat as it passed 0 degree bearing) MINUS 15 degrees to port/starboard (left/right) DEPENDING ON WHAT SIDE THEY'RE COMING FROM ie a boat moving perpendicular to you moving from RIGHT to LEFT means it is their PORT side exposed to your torpedoes

Set range to 1500m/ whatever distance you chose to stop at relative to the course line of the target you drew earlier

Set torpedoes to fast

Check your tactical interface (hit tab) and look for the yellow line denoting your torpedo path (zoom in using mouse wheel if this is not visible), that yellow line shoould be passing pretty much perpendicular to the target course at a zero degree bearing. Faster ships => maybe point your bearing at 20 degrees (so AOB would be 90-20) and slower maybe 10 degrees (so AOB = 90-10)

Keep your periscope pointed at the bearing until the ships passes through, fire a torpedo as different parts of the ship pass this same bearing.

Works every time. Once your better you can easily peasily shoot on the fly as AOB is the only thing you need to learn to judge, once you've nailed that you realise that auto-targetting is alot WORSE and misses some easy shots

Additional notes

Night time targetting you can be pretty damn close on the surface. I still recommend diving unless they are unescorted

Steam torpedoes own electrics until the third campaign. Ship experience sucks.

Use the impact pistol early (or all) of the game, magnetic is buggy and just unnecessary for the game damage mechanics.

Sceptical whether torpedo depth makes a big difference... I normally forget to change the depth/CBA

05-20-2011, 08:49 AM
Set torpedo depth to 0, at least the first few years: they used to go too deep. Also, magnetic detonator increases the chances of accidentall explosions of torpedoes before reaching the target, so if doesn't works at all and (in realist torpedoes) grants an early alarm, is better to turn it into impact.

All the other info of Magikhairbrush is brilliantly right.