Briefing Room

A Little Help With Torpedoes Please?

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A Little Help With Torpedoes Please?

#1
I've been playing for a few days and have scored hits with torps but am still not sure if its luck or judgement. Do torpedoes run straight in the direction your ship/sub is facing or do they head in the direction you are looking with the scope/binoculars? If you are looking directly at the ship you want to hit (so the number shows up) does the computer calculate the deflection angle?
Any help people?
The torps are heading in that direction youre looking in your tactical scope/bi'nocs (in the green area).
If you fire while youre looking thru regular scope/bi'nocs/spectator view /etc the will go straigth ahead .

They do not break off course so you have to aim infront of the enemy (estimate where it will impact.

After a couple tests, you will get the hang of it, just remember its easier when the target is within 200-1200m.

I made a pretty good explaination over at subsims radio room (follow link in my sig).

Tho Im not sure the ranges are any good anymore, cause it seems like the torps are slower now than they used to be (or is that just me) Image

A little hint, when aiming at T&M's, then aim approx a ship lenght in front of them, when doing CV,DE,DD's let them come in close, so they cant evade Image

PS, Im a nice guy, so just follow these:

UPDATED LINK

UPDATED LINK
Thanks Jesper good explanations  Image. Anyone else having problems the links above.
Time to go sink some Hun!!
Jesper had it dead on there.  Just keep in mind that if you use the tactical binocs you set a gyro on the torpedo not actually fire it at a given direction.  So it will head straight out of your submarine, and then turn to the angle of your tac binocs.  Doesn't change much, but my affect your targeting on very close ships.
Yes! Thank you.
I also have been puzzled by the use of torpedoes in this game.

I recently developed a severe subsim addiction while playing Silent Hunter II the best subsim I've seen to date. I downloaded the Enigma demo to see if it could feed my habit, and while it looks beautiful, I've yet to hit a target. I've been playing SHII on 100% realism, and it's no cake-walk, but the TDC model is quite good and usable; how do you target ships in Enigma? If I can figure that out, I'll probably buy the game.

Also, I tried to follow the links thoughtfully provided by Jesper, but they were dead ends.
Did you read the thread and clicked on the 2 links above?
They are unfortunate dead at the moment cause the other forum is in the process of being upgraded...

Short how it works:

When you raise your tactical binocs. and you look forwards or backwards. you will see a green gyro on the little HUD in the upper right corner.(13degrees to each side) (only green when you look within this 26degrees angle) this is when you can fire... If the gyro is NOT green you cant fire, cause youre aiming outside your firing range.

That helped?

Soon as the other forum is updated, Ill change the links here, but you can also browse them yourself Image
Yep that explained it. I finally scored a hit! Image
Now that I know how it works, I'll play the demo for a while and see how it feels. So far, it looks pretty darn awesome.
Same for me : hard to hit something with torpedoes but it's just lack of tries I guess. What's really annoying when targeting something with torpedoes is lack of info : I mean we get no information about the ship targeted no distance, no bearing, no speed no ship id nothing and imho it really sux.
(and  dont tell me check tactical map : it takes time to switch and this screen is barely readable with multiple ships in the vicinity.
It is a much asked for feature and because you are getting estimates from your crew it should at least feedback in the message window.  Perhaps even on the tactical binoculars.  We will put this up for design after E3.
Keep those complaints coming...or suggestions is you like.  We appreciate you taking the time to post them.  It helps us make a better game.

--East
What's really annoying when targeting something with torpedoes is lack of info : I mean we get no information about the ship targeted no distance no bearing, no speed no ship id nothing and imho it really sux.
No offence, but what you see when you look through your periscope or binoculars is pretty much what any WW2 mariner/submariner would have seen. They didn't have magical hi-tech HUDs which displayed target distance, speed and ship ID!! This was the 1940s!!

Addressing these points specifically:

1) Getting a target bearing is child's play.

2) The ships are beautifully rendered, so identifying the target type with the Mark-1 eyeball is also easy.

3) Given knowledge of the target type and a little experience, you can estimate its speed (and that's all any WW2 sailor could do).

4) Range is harder to estimate because we are restricted to two dimensions, but I found that it doesn't take a great deal of practice to estimate target range using the periscope/binoculars.

Estimates are all you need for this game.

There is no TBT to play with (sadly) so full quantitative knowledge of a target's range, speed, course cannot be exploited.

Shoot from the hip...
As a demo player eagerly awaiting arrival of my game here in the states I've had a lot of chances to play the same scenario repeatedly and try to hone my hand at pitching the tin fish. I was initially very frustrated, but got better after noticing something I haven't seen mentioned here as of yet:
Your torpedo leaves a visible wake which you can follow all the way to your target (or past it! :wink: ). This was invaluable to me in becoming adept at estimating range and lead. After firing on a target, I'd zoom in with the scope to track the torp's wake. It's tough to see sometimes and easy to lose, but if you can note where your torpedoes are going, you can learn to adjust your aim. Now I am quite comfortable going after DEs, and long-shots on merchants are much more likely to yield results.

b.














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