Thanks for the video: For me-Depthwise rule of thumb. "If I want impact - Set the depth to 1/2 draft. So, a 20m draft gets a fish at 10m depth." Mag setting = "Depth of draft". Good Luck and Good Hunting.
That might work with deep-runners, but torpedoes set exactly at depth of draft will clank onto the round bottom of the keel. Plus, they'd be too close inside the keel's magnetic field to trigger the detonator. That is why 0,5-1 meter is best in calm seas. In rough seas... don't use magnetic. Use impact - unless the target's draft is too shallow.
@@nm7358 To each their own. But a "Mag" will detonate should the top of the torpedo strike the round bottom when "Impact" would not. Or, in rough seas should the ship be lifted over the torpedo path in the last few seconds.
Idk if I’m wrong here but I always try to shoot as low as possible, usually 1 m above the keel (magnetic) in calm seas because as far as I’m understanding it the deeper the torpedo hits the more damage it does and if it detonates under the keel even the biggest ship just breaks half with 1 torpedo (and I saw this ingame) so I always try to go for it
Another of my "Thumb Rules": Always, always, ALWAYS fire on "Magnetic", even if wanting an impact. Why? -A "Mag" set torp will still detonate if the torp physically hits but an "Impact" fuze will not detonate if the fish runs under. -The AI calcs a different dud % for BOTH Impact and Magnetic fuze. So; -If a torp duds out or strikes the target at a terrible angle (+/-15 degrees from the hull), the torp will roll down the side. And if the target proceeds to travel over the falling torp, the AI will do a second "Dud Mag" % check ONLY if fired as a MAG. So, you would get two dud checks for one torp. I have had my life saved by this method as destroyers are attempting to run me down and the AoB is crap-tastic. That's also why I always fired at a 45-60 degree AoB as opposed to a 90 degree. -"Mag" torps have no care regarding AoB degree. They will detonate on a 0 degree just as much as a 90 degree.
Magnetic torps must always be the go to for any ship and always mist aim for under the keel hits Only in Bad weather one must use Impact, dont use Magnetic in bad weather (>10m/s winds) and dont go for under the keel hits if seas are choppy (>7 m/s winds) you run the risk of torpedo running under the ship
Woah, I've always assumed I'd be much better off by launching a torpedo at around 5km away considering the max ranges of the torpedoes. But what you said does make sense, the farther away you are the more severe your calculation mistakes will become. I'd never guess that the sweet spot would be less than 3km away, thank you!
Speed for me is a main one. In SH5, even with the stop watch tool, calculating (l/t x 1.85), using XO, plotting at timed distance etc, still find it very hard sometimes. Especially on realistic nav but perhaps that is the point.
Speed of target is extremely important if speed speed is off by a knot or two it will throw off the aim by a lot and gets really hard to hit small ships
Thanks for the video:
For me-Depthwise rule of thumb. "If I want impact - Set the depth to 1/2 draft. So, a 20m draft gets a fish at 10m depth." Mag setting = "Depth of draft".
Good Luck and Good Hunting.
That might work with deep-runners, but torpedoes set exactly at depth of draft will clank onto the round bottom of the keel. Plus, they'd be too close inside the keel's magnetic field to trigger the detonator. That is why 0,5-1 meter is best in calm seas.
In rough seas... don't use magnetic. Use impact - unless the target's draft is too shallow.
@@nm7358 To each their own. But a "Mag" will detonate should the top of the torpedo strike the round bottom when "Impact" would not. Or, in rough seas should the ship be lifted over the torpedo path in the last few seconds.
Idk if I’m wrong here but I always try to shoot as low as possible, usually 1 m above the keel (magnetic) in calm seas because as far as I’m understanding it the deeper the torpedo hits the more damage it does and if it detonates under the keel even the biggest ship just breaks half with 1 torpedo (and I saw this ingame) so I always try to go for it
Another of my "Thumb Rules":
Always, always, ALWAYS fire on "Magnetic", even if wanting an impact. Why?
-A "Mag" set torp will still detonate if the torp physically hits but an "Impact" fuze will not detonate if the fish runs under.
-The AI calcs a different dud % for BOTH Impact and Magnetic fuze. So;
-If a torp duds out or strikes the target at a terrible angle (+/-15 degrees from the hull), the torp will roll down the side. And if the target proceeds to travel over the falling torp, the AI will do a second "Dud Mag" % check ONLY if fired as a MAG. So, you would get two dud checks for one torp. I have had my life saved by this method as destroyers are attempting to run me down and the AoB is crap-tastic. That's also why I always fired at a 45-60 degree AoB as opposed to a 90 degree.
-"Mag" torps have no care regarding AoB degree. They will detonate on a 0 degree just as much as a 90 degree.
Magnetic torps must always be the go to for any ship and always mist aim for under the keel hits
Only in Bad weather one must use Impact, dont use Magnetic in bad weather (>10m/s winds) and dont go for under the keel hits if seas are choppy (>7 m/s winds) you run the risk of torpedo running under the ship
Woah, I've always assumed I'd be much better off by launching a torpedo at around 5km away considering the max ranges of the torpedoes. But what you said does make sense, the farther away you are the more severe your calculation mistakes will become. I'd never guess that the sweet spot would be less than 3km away, thank you!
The u-boat command recommended under 1000 meters!
"...I've been yelled by a couple of my subscribers..." __Wonderful! You make me laugh, cause me is one of these! You deserve hugs :D
I have to listen to my people! LOL
Speed for me is a main one. In SH5, even with the stop watch tool, calculating (l/t x 1.85), using XO, plotting at timed distance etc, still find it very hard sometimes. Especially on realistic nav but perhaps that is the point.
Speed of target is extremely important if speed speed is off by a knot or two it will throw off the aim by a lot and gets really hard to hit small ships
hey, Bstanko, you should Try War on the Sea... it's a pretty fun game despite having some bugs and balance issues
I’ve seen it. I think I will wait for the bugs to clear up