Cold Waters

Cold Waters

Optimal torpedo ranges
What range should I be firing these at? I want to be close enough that it's not taking ages to hit my targets and far enough that they don't fire on me first.
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Showing 1-14 of 14 comments
sep3 Jan 2, 2018 @ 11:12am 
I like 10Kyds for the MK48. Even an Alfa cannot escape although you may have to help drive it in.

For a MK37, the optimal range is 10-12 feet.
Castle Bravo Jan 2, 2018 @ 12:27pm 
Originally posted by sep3:
I like 10Kyds for the MK48. Even an Alfa cannot escape although you may have to help drive it in.

For a MK37, the optimal range is 10-12 feet.

I consulted Wikipedia, and the optimal range of the Mark 37 torpedo is indeed 135 inches (11.25 feet); Any further, and the torpedo will fall away from the tube before impacting the target.
sep3 Jan 2, 2018 @ 2:15pm 
LOL, I said that as a joke. You mean I got it right? Although, I admit, I've never seen one hit at anything more than 135 inches away.
Last edited by sep3; Jan 2, 2018 @ 2:17pm
Racer D Jan 2, 2018 @ 4:06pm 
Originally posted by sep3:
LOL, I said that as a joke. You mean I got it right? Although, I admit, I've never seen one hit at anything more than 135 inches away.

LOL
The length of a Mk37 is 135 inches (according to wiki), so he means that as soon as it is fully clear of the tube it's over haha
Last edited by Racer D; Jan 2, 2018 @ 4:06pm
Kadreal Jan 2, 2018 @ 6:18pm 
With the mk37 you can hit fast movers. It's difficult and a bit of an art.

You need a solid solution and a ship with 2 wires. Fire both torpedos (preferabbly in the baffles).

I like to activate them right away to get the increased speed and guide them manually. (Keep them set to passive until the enemy sub detects them).

Guide them in slightly to each side of the target. This way you can pincer him in on either side with torpedos. He'll turn to avoid one and end up running into the other if done right. Luckily the AI generally isn't smart enough to realize he can outrun them in a straight line.

The added bonus is that many targets need 2 hits from a mk 37 to sink. And after the first hit they'll be significantly slowed by flooding, allowing the second the chance to catch up and finish the job.
SomeDumbReaper Jul 28, 2018 @ 4:51am 
Originally posted by sep3:

For a MK37, the optimal range is 10-12 feet.

Its so funny because its absolutely true.
boris.glevrk Jul 28, 2018 @ 8:40am 
For ADCAP I fire them at anywhere closer than 20 KYD, for 20-25KYD I'll check the following:
1. can I get closer? (sometimes getting closer = being spotted by aircrafts)
2. are they approaching or leaving me?
3. how long of safe time (before being shot at and/or before an incoming torpedo goes active) can I still expect to have?
4. how effective would it be if I use missiles? I usually take less than 12 TASMs with me, so I need to make each one count. I usually take things like enemy anti-missile effectiveness and presence of ASW aircrafts into account on this one.

For 25+KYD I'll just fire my missiles.

For "normal" Mk48 I would probably give up on 20 KYD.
For Mk37 I just fire one at each target and don't expect them to hit, instead I expect them to chase the enemy away so I can focus on other targets/move to a better position.
toinkertoy Jul 28, 2018 @ 2:14pm 
“And even the faster November’s will eventually succumb to two of them (Mk.37’s) on thier tail..”

That’s the problem I have! You’re right about this but it just shouldn’t be the case! The AI should know if it just goes flank speed it can never be hit by that type of torpedo.

Used to be you could trail the November until you were about 1000 yards behind then launch the Mk.37 and activate it 400 yards out and it would hit the sub before he could speed up! This is why some are saying it’s effective range is 10-12 feet from back when this tactic was still viable.

I’m not sure either method is is very realistic. I think the most realistic option for the 68 campaign is: not expecting American subs to go after the November, Victor or Charlie subs.
Last edited by toinkertoy; Jul 28, 2018 @ 2:16pm
toinkertoy Jul 28, 2018 @ 4:06pm 
Yeah but if they’re the same speed it shouldn’t have to dodge anything, no? Yeah I’ve seen enemy subs do this, they start dropping noisemakers and trying to evade but when the speed is the exact same all the enemy sub really has to do is outlast the torpedo!

The worst thing the enemy sub can do is turn at all! That’s the only way it can get hit. I’m sure they programmed the enemy subs to do this because otherwise there’s a chance you’ll never be able sink some of the Soviet nuke subs.

Of course I believe the actual top speed of the November was actually greater then the Mk.37 so realistically there was always a chance that they wouldn’t get hit. That’s why I suggest just not making the faster subs ever be mission critical. Sure you may encounter them occasionally and if need be you can always chase them off with the torpedo but for a situation when you wanted to sink one i don’t know if they’d of sent a sub after one.
Last edited by toinkertoy; Jul 28, 2018 @ 4:10pm
toinkertoy Jul 28, 2018 @ 4:24pm 
Ok that maybe a change as well (the acceleration).

Last fall (before updates like SCS and the one that had enemy’s returning fire) I could launch the Mk.37 1200 yards directly behind the November (activate it, speeding it up to 26kts, at 500 yards) and the sub could accelerate fast enough the November would spend the next 20 mins. Just running with the torp in tow 200 yards behind it.

That was about the last time I ever tried engaging a sub that fast with a Mk.37. I might have to make use of the new mission editor to see if this has changed!
petejg5 Jul 29, 2018 @ 8:37am 
What range are you guys firing your Mk 16 torpedoes at?

If it's a side one shot I fire them at around 2 - 3 KYDs and shoot 2 or 3 depending on the ship type. Although I have 1 at transports if the ship is moving steady and I'm confident it will jot change course or I'm right up on their stern. Also I did shoot 4 at one of those Russian cruises with all the guns on. Managed to get all 4 hits, a bit over kill I guess.
toinkertoy Jul 29, 2018 @ 8:45am 
I usually close to 1600 yards or less, coming up from the rear!
toinkertoy Jul 29, 2018 @ 2:58pm 
Originally posted by Spy Turtle:

mk16s I tend to fire from within 2kyds, preferably within 1kyds.

Yeah and that’s surprisingly easy to do against enemy merchants! Well it can depend on how the convoy is structured but it’s not at all uncommon to have ASW escorts at the front with merchants trailing and just sneak up on them for some surprise butt sex!
toinkertoy Jul 29, 2018 @ 3:16pm 
Actually I wait until they start to turn, you get their broadside (1200 yards out) then and I think a better chance of hitting them (because the aim point is for dead center so even if they keep turning you still have a good chance of hitting their bow with one torp). I just wanted the excuse to type “surprise butt sex” this one time! :steamhappy:
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Date Posted: Dec 31, 2017 @ 9:17am
Posts: 7