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Drive my sub at forward 1 INTO the convoy at 50m deep.
Use a speed zero TDC setting while sending them manually from the TDC on the sound bearing on the nearest tankers, or merchants.
Make sure your optic isn't linked to the TDC or you have to rotate the optic to the relative bearing even if you are 50m deep, if it's unlinked you just have to mouse wheel over the bearing dial.
One by one. Wait for the explosion. Send the next.
If i get pinged drop a decoy and keep shooting till i run out of torps.
Then hide and wait out the defenders, when i can't hear them close, i go periscope depth, then surface and use the engineer perks to blow the surfaced wrecks or the gun.
By hearing them close i mean literally from the sub view, you can hear them if they are close, then confirm with the hydro stations ranges button once you can't hear them directly from the sub.
Some of them rush back to defend and try to kill you , if you get greedy with surfacing to early.
Feels a little bit cheaty.
Once I was making a torpedo attack at periscope depth and for quite a long time. A destroyer was coming up fast behind me, which I fired an “acoustic” torpedo at, and then suddenly found a merchant ship coming straight at me, ready to crush me. Instead of diving, I “throttled up”. I put it in “full throttle” and started to move away from a possible collision. So, my “acoustic” torpedo turned and aimed at me. Not the ship in question, but me. I saved myself by going deep enough. It turned out that the merchant ship had been hit by me earlier, and the ship (which was no longer making any noise) was simply carried by the current towards me.
My point is that one should be careful and prudent in handling “acoustic” torpedoes.
No, the scifi stuff is that you think the acoustic torpedos were so sophisticated that they lock on preselected specific targets, like an AGM 65 Maverick or AIM 9 Sidewinder, and do calculate intercept courses on their own.
After the hydrophone is activated, they go after the first/loudest noise they pick up, they dont calculate the distance or the speed of the target, all they they do is, they use hard left and right rudder to keep the noise in the center until the magnetic or contact fuse is triggered
Use them as "fire and forget" (on the right target of course)
Fast moving Merchies (they'll catch up)
Fog and Rain (can't see the target, no problem)
I often use them in coordination with non-acoustic torps...target and fire an acoustic torp at a target, then also fire a non-acoustic. If timed right the acoustic torp will disable the ship's engine (slowing it down) so the non-acoustic torp can do it's thing.
Acoustic torps, due to their engine room targeting will very often also start a fire which then sinks the ship...only use one torp.
It seems like ships over about 5k GRT usually take 2 torps to sink reliably. Using the acoustic torp, due to its fire-igniting capabilities often only takes 1 torp. on these same ships.
Ships under 5k usually only take 1 torp to sink...using acoustic torps to target smaller ships assures a sunk merchie. (fire and forget)
Weather...this is where the acoustic torp really shines...in fog-bound solo ships & convoys. you only need to get the settings for acoustic torps "close enough" to head in the right direction until its internal hydrophone takes over and locates the target...range, bearing and speed don't matter nearly as much with acoustic torps.
I've always got 3-4 in the sub and load/Fire them when I want to use them. I never use them in the rear tubes though.
That's exactly what I was gonna say.
The original Aces of the Deep game from the nineties had an interview with Otto Kretschmer, and he talked about always having to dive after releasing torpedoes, because of what he called 'circle runners'. Torpedoes would loop around and hit your boat sometimes, and boats were lost that way.
It didnt made the T5 irrelevant, because the Foxer had two big flaws.
It couldnt be deployed quickly, so it had already to be deployed befor the T5 was in the water, and because it was so loud, u-boats could detect convoys from much further away.
It also slowed down the towing destroyer and made it less manouverable.