UBOAT
WYR3 Feb 12, 2022 @ 5:47am
Frustrating trying to sink half sunk ships
I was trying to finish off a freighter for a side mission. It had exactly a tenth of health remaining, its crew had abandoned it, and it was dead in thew water. My crew wasted 8 torpedoes trying to sink it. my crew was aiming for the bow of the ship (which was submerged) despite having 100 percent accuracy at about 20 meters. Im so frustrated. I could literally point the ship and dumbfire the torpedoes and get a better result. Is there any fix for this behaviour?
< >
Showing 1-15 of 17 comments
Ruby Feb 12, 2022 @ 5:56am 
HI WYR3,

use the gun and not torps for such scenarios.

Cheers Ruby
Adam Apples Feb 12, 2022 @ 5:57am 
20 METERS? doesn't a torp need 300M + to arm?
Ruby Feb 12, 2022 @ 5:59am 
Originally posted by Adam Apples:
20 METERS? doesn't a torp need 300M + to arm?
Hi Adam Apples,

yes, about 300 m.

Cheers Ruby
Dewgle Feb 12, 2022 @ 5:59am 
Originally posted by WYR3:
Is there any fix for this behaviour?
Use your deck gun to finish her off or learn how to fire your torpedoes manually.

"So you're saying the automatic targeting is broken? Outrageous"

No, the automatic targeting is amazing, especially on moving targets. But honestly I have to have a giggle when I see players waiting 10+ minutes for their officers to calculate a firing solution on a stationary target when a manual torpedo takes just a second.

For a stationary target it's incredibly easy, just set target speed to 0 knots. Course is irrelevant on a stationary target, as is distance so long as you're pointed right at the target.

Once you have a target locked you can enter this information manually in the little text boxes in the lower left corner and hit enter. Easy peezy lemon squeezy :steamhappy:
Dewgle Feb 12, 2022 @ 6:01am 
Originally posted by Adam Apples:
20 METERS? doesn't a torp need 300M + to arm?

That's a good point, I thought OP was exaggerating but if they were that close then chances are the reason their torpedoes kept hitting the bow of the target was because the torpedo didn't have enough room to TURN let alone arm.
garytwinem Feb 12, 2022 @ 6:06am 
Just ram the ship at flank speed. That gets rid of the last health fraction. I saw it in a John Wayne submarine film 🤠
Dewgle Feb 12, 2022 @ 6:13am 
The Enemy Below (1957), great film!
WYR3 Feb 12, 2022 @ 7:33am 
I didnt have a deck gun yet, and the 300m is something i did not know. Ill practice on my manual aiming.
rclark92672 Feb 12, 2022 @ 7:49am 
Originally posted by WYR3:
I didnt have a deck gun yet, and the 300m is something i did not know. Ill practice on my manual aiming.
Of course you have a deck gun. It comes with the basic boat. McDewgle is right: easy peezy lemon squeezy. BTW I use the deck gun sometimes to sink false flagged ships instead of wasting valuable torpedoes.
The cursed Jäger Feb 12, 2022 @ 8:08am 
Originally posted by WYR3:
I didnt have a deck gun yet, and the 300m is something i did not know. Ill practice on my manual aiming.
So you are playing with mods. This is not the game fault then. Always blame the mods you use first.
Shabutie Feb 12, 2022 @ 8:53am 
I agree. Deck guns also take forever to down some half sunk ships. Sometimes its almost worth it to use another torpedo, as you will likely just use up your deck gun ammo. Its kind of a toss up what to use in my opinion.

And Iv tried waiting it out, alot of times they will get their engines going again and get back underway half sunk which makes no sense.

I get it that sometimes a ship can take a while to sink, thats fine, but if a ship is clearly taking on water then make the damn thing sink and not be able to just drive away an hour later!

Im actually surprised that this isnt being looked at to be fixed, given the amount of times its been complained about on here.
Dewgle Feb 12, 2022 @ 8:56am 
@Shabutie, I'm not sure about you but the only time I've seen users complain about unsinkable ships were because they were using the Sinking Physics Overhaul mod and didn't read the comments or disclaimer about tankers. PEBKAC.
Shabutie Feb 12, 2022 @ 9:30am 
Originally posted by McDewgle:
@Shabutie, I'm not sure about you but the only time I've seen users complain about unsinkable ships were because they were using the Sinking Physics Overhaul mod and didn't read the comments or disclaimer about tankers. PEBKAC.

I dont know, I dont use any mods and I have this same problem alot. More often than I should.

I shouldnt have to use 2 torpedos and 15 rounds from a deck gun to take down a 5000 grt merchant ship.

And theres still no reason that the ships can go underway again half sunk. Now I always make sure to start alot of fires on the deck with the deck gun because Iv noticed that fires tend to evacute the ship and then it wont go underway again.

It doesnt happen every time, sometimes just 1 torpedo does it. But those other times, are very unrealistic and frustrating.

So I can understand the struggles of others having to use up half their ammo or more on one ship that just wont accept defeat. The ships will only sink about halfway and then wont sink anymore.
Last edited by Shabutie; Feb 12, 2022 @ 9:31am
WYR3 Feb 12, 2022 @ 11:33am 
Hey back again, I was using mods which took away the deck gun until i researched it. Ive practiced with manual launches too. Now however, I just failed a mission to observe aa in a allied dock, despite seeing it and knowing where it was I the objective didnt check, would anybody know if there is a secret to activating this? I remember doing this objective a few years ago in vanilla and couldnt figure it out then either.
Dewgle Feb 12, 2022 @ 11:36am 
You have to wave your periscope over the AA to confirm seeing it. An icon will appear over the AA letting you know it has been seen.

Do not return to base until you've seen all the AA. It will say something like 5/5 when you have seen them all.
< >
Showing 1-15 of 17 comments
Per page: 1530 50

Date Posted: Feb 12, 2022 @ 5:47am
Posts: 17