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Though there are some things. Like submerged tubes can't fire above a certain speed (though that speed ought to not come up until later on, iIrc). And it helps to be ahead of the target, for a better firing-solution.
Also, having loads of torpedoes makes the AI use torpeodes much more often. There'll be a lot of torpedo-spam once you get triple launchers and long-range torpedoes.
Thanks for the reply!
This is actually overly restrictive as it forces the firing platform to get closer the faster the target is moving to have a valid firing solution, if one even exists because of the avaliable launch angles.
Historically, using torpedoes as an area denial or saturation weapon was a practiced tactic that does not seem to be repeatable in-game.
You could try captain's mode which will let you manually fire them, but you do have to judge what solution is best.
DDs will perform snapshots at short range and in poor visibility - and these can be devastating.
For the early game especially though, torpedoes are more decorative than functional. I wouldn't build a strategy around them, but consider torpedo shots a bonus.
You can improve the chance of getting a shot off, however, by aiming to be on a parallel course in the arc 30 to 60 degrees of the AIs bows and well within torpedo range - well, you would if the AI co-operated with that (they tend to 'nope' out of such a situation at the first opportunity)
I reduced my ship's speed to about 10 kts and got myself parallel to the target and yes my ship seemed a lot more willing to use them.. unfortunately this is playing with fire... because the target has torpedos too.