Silent Hunter III

Silent Hunter III

tips for torpedos?
Im not the greatest at getting hits with them, I've had this game for a month but cant seem to get it right. I use the automatic targeting instead of doing it manually if that helps
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Showing 1-8 of 8 comments
cobalT Jul 9, 2018 @ 4:22pm 
You have to keep the periscope on your target until the torpedo launches. Also, press Q to open the selected tube, as it takes time to open when u press the fire button when its closed, this creates a delay.

However, I highly suggest you get the MaGUI F mod with the RAOBF and watch the tutorial on YouTube by Bstanko6. Kills with manual torpedo targeting are much more satisfying than automatic.
IRDCAM Jul 9, 2018 @ 11:09pm 
Using your 'crew' to set torpedo settings (you all call it automatic) is how it was done. Captain on periscope, giving the required setting out, weapons officer imputing data on the TDC board, or XO on the conning tower sight sending info down to weapons officer.

Trick is to close to less than 1000m preferably 500m and less than 45* off bow angle, and lead the target just a tad even if on auto, and try for a high angle 'hit' as low angles may deflect off target.
sENoZ Jul 9, 2018 @ 11:32pm 
With this Tutorial you are only limited by... Torpedo range. :spasm::nuke::ICBM:

https://www.youtube.com/watch?v=C1MBoXoK5Ys
BARS 021 Jul 10, 2018 @ 12:25am 
Originally posted by 󠀡󠀡󠀡󠀡󠀡󠀡󠀡󠀡:
With this Tutorial you are only limited by... Torpedo range. :spasm::nuke::ICBM:

https://www.youtube.com/watch?v=C1MBoXoK5Ys
BARS 021 Jul 10, 2018 @ 12:27am 
Skin link to this mod please
sENoZ Jul 10, 2018 @ 2:14am 
Originally posted by BARS 021:
Skin link to this mod please

The mega mod used from this video is GWX, the GUI i use is always magui final my favorit one.
Aereto Jul 10, 2018 @ 3:32am 
If you still stick to the vanilla game, one of my torpedo approaches was checking how many knots the ship is going, then move the periscope aim towards the bow based on how fast. The crew and weapon officer auto-calculates the trajectory based on where your periscope is aiming at the hull. However, the delay between firing and exiting the Uboat will really mess up your planned hits, especially if farther you are from the target and faster both the target and Uboat are. Made one mistake too many there.

If you see the ship before the ship or airplane sees you, take note of the direction, then position yourself in a path ahead of the ship, pointing the torpedoes where they will definitely be as close as 90 degrees; punching straight to the hull rather than a skimming angle. Most Uboats move faster in the surface, but risk getting seen, especially in day.

Stormy foggy nights are the worst times to shoot torpedoes, especially in convoy raids when you can't tell neutral from hostile ships. The German Navy encourages to sink only hostile vessels, or at least marked as hostile. So no point sending American lend-lease ships into the bottom while US was not involved in the war until the declaration in 1941.

Torpedoes can be duds at times. More often with realistic dud rates, and high risk of duds at skimming angles where the hull doesn't hit the impact detonator and the magnetic trigger fails to sense metal. And the torpedoes won't explode at all if it did not propel for about 300 meters, mainly as a safety measure to avoid a point-blank failure and blast the Uboat in the process.

For more advanced tactics, if the weather is calm, use less torpedoes than usual to wound the ship, and then use deck gun to finish them. Useful in unarmed groups to wound as many ships as the torpedo tubes can chuck out to make them sitting ducks to deck gun fire, not so useful if a warship just happens to be nearby. Helps to stay out in the sea longer when ammo is limited. Again, deck guns can only be used in good weather, most effective when firing at hulls below the water, making the ship flood and either capsize or sink.

Tankers are the highest value targets among merchants, taking about 3 straight torpedo hits on the same side to sink it, but certain sections make a 1-torpedo kill possible, igniting the flammables in the tanks.

Starting in 1939 is usually a good start since merchant ships are less guarded, but have to settle with Type 2 or Type 7 uboats.
Foot Oct 5, 2019 @ 1:04pm 
I wish people would speak english in these threads we aren't qualified naval technicians
Don't need a history lesson for video game mechanics
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Date Posted: Jul 9, 2018 @ 4:18pm
Posts: 8