From The Depths

From The Depths

how to counter torpedoes?
so im playing an adventure mode, and having 2 major issues i could use some help with.
1. im beeing fired at by a sub, i cant see it, and i have no idea on how to counter a sub, could use some help. (can i use flares against torpeadoes? and if so, how to set up flares?)
2. my rockets, long range, but missing my target constantly.
they fly in the right direction, towards the target, but for some reason they always end up making a fly-by, close, but not hitting... i added fins, it helped a bit, but when the target (air) fell to the ocean, and was just floating there, i couldnt hit it even with a single rocket... even though i checked the AI can target it, and it does!

P.S
what is the key to "ride" the rockets? like to follow them?
Zuletzt bearbeitet von InteraMR [TTV]; 17. Dez. 2016 um 7:34
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Beiträge 115 von 17
Ddraig 17. Dez. 2016 um 7:40 
1) I'm not sure how to counter torpedoes myself, but you'll be able to see them and the sub if you install sonar (active/passive) below the waterline. Belt armor is also useful against them.
2) there's a couple guidance modules you can put on a missile (I can't remember the name atm, but they're on the default missiles) that help a bit. Seems like there will always be some that miss. Another option is to use a guidance type other than IR - either of the laser-guided ones should help.
I think if you press "Capslock" directly after you shoot the missiles it will fire.
1. Add some sort of sonar to detect it.

To destroy it you could use advanced cannons (with that water-drag hacking base module), or missile-based weapons (most notably torpedos and depth charges). Not sure if this applies to cannons, but missile HE damage recieves a significant buff underwater, so just one or two warheads per ~4-7 block torp (or 1-3 block depth charge) should be enough.

To avoid getting hit by torpedos, place sonar buoys. They attract sonar guided torpedos. Also stay fast, and at range (torpedos are slow compared to missiles. Ideally stay in the air ofcourse (might be possible to build some small plane that drops depth charges on the submarine).


2. What guidance system are you using?
IR usually only detects targets when very close, and may completely miss a cold target (any chance you killed the engine and/or jets when you downed the plane?).
Radar will pick up nearly anything above the water, but it aims for the strongest signature (? possibly not taking range into account) making it a poor choice to aim for specific targets (unless you want to aim for the biggest target).
Laser guidance is pretty reliable (both kinds), but afaIk will fail if the target uses smoke.
Ursprünglich geschrieben von FourGreenFields:
torpedos are slow compared to missiles.

not anymore, recent patches increased the speed drasticly, with higher fuel consumption.

An Ning thought it was a bug at first, when noticing that a 2 propulsion torp goes 77 m/s
Kenshi 17. Dez. 2016 um 10:44 
I just use passive sonar then on the bottom of my ship added an additional laser defense system, seems to work ok

as for missiles, i'm not so sure, I tried laser guidance for awhile which is nice for manual targeting but leaving it to the AI you need to decrease the detection speed / range / bearing to very low to get the lasers to stay on the target and even then they may muck up it seems.
passive sonar and torp with a missle intersepter on it will work against torps,
Ansam 17. Dez. 2016 um 17:27 
1. Depends what tracking the Torpedo used. Best option in general would be an Interceptor Torpedo to take out the other torpedo before hitting you.

2. I assume you're using InfraRed seeking. The main flaw with this is it goes STRAIGHT towards the heat source. Which can be the thrusters on the back of an air craft, a heat decoy placed on a stick, the engine exhaust, or flares. In most cases, it simply aims for the spot where it's most likely to miss.

To fix Problem 2 you want to use, in addition too the IR, either a Camera and set it so the missile will target Center of Mass or Random blocks. Or a Magnet behind the nose, so it almost garuntees a hit within range. The flaw with Camera is flares will still counter it. The flaw of the Magnet is it likes to friendly fire a lot.
Zuletzt bearbeitet von Ansam; 17. Dez. 2016 um 17:27
Ursprünglich geschrieben von xchrisx88:
An Ning thought it was a bug at first, when noticing that a 2 propulsion torp goes 77 m/s

Guilty... and I still think anything over 50 m/s with less than 4 props is bogus.


That being said, would the following work for torp interception?
Missile seeker tip
proximity fuse set to 5
HE warhead
ballast
TPG
prop
fuel
fins
Chris 18. Dez. 2016 um 5:00 
Ursprünglich geschrieben von An Ning:
Ursprünglich geschrieben von xchrisx88:
An Ning thought it was a bug at first, when noticing that a 2 propulsion torp goes 77 m/s

Guilty... and I still think anything over 50 m/s with less than 4 props is bogus.


That being said, would the following work for torp interception?
Missile seeker tip
proximity fuse set to 5
HE warhead
ballast
TPG
prop
fuel
fins

The antimissile head already comes with some explosive.
I think my anti torpedo missile is setup like fins-prop-fuel-one turn-ballast-anti missile.
Bill 26. Dez. 2016 um 0:29 
fast short range intercepter torps as a last result. If the sub/torps are shallow, a powerful pulse laser works the best
tryto make anti torpedo mines
Just do what you do with anti missile missiles but use mines and I think you can do enemy missile in range then weapons and fire weapons and I think it will work (using acbs)
Bill 4. Jan. 2017 um 16:10 
Also, I'm not certain, but interceptor torpedoes may also be a possibility, never tried it.
torpedoes are easy, 2 LAMS systems one pulse, one beam and passive sonar, these pretty much make torps useless all they do is drain your ships power while you laser the torps
Use laser or an advanced cannon they'll esetelly vapirise the sub if strong enough, or give it mor holes than swiss chesse
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Geschrieben am: 17. Dez. 2016 um 7:33
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