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Old 12-22-09, 11:35 PM   #4
karamazovnew
The Old Man
 
Join Date: Mar 2009
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You can forget about impact detonators. The only place where the magnetic detonators historically had major problems was in the Norway fjords. You can use a magnetic detonator and set it to 2 meters below the water and it will have even more chances to explode as impact eels sometimes bounce off.

The beauty about magnetic det. is that the torpedo can explode under a target. This is most useful when shooting at a target from weird angles (for example, from behind). At such angles, setting the torpedo BELOW the enemy keel is a MUST, otherwise they'll bounce off 99% of the time (I even had one hit the proppelers and thrown out).

Since this is about ATO addons, I take it you're using OM. In that case always set your eels to exactly the draft (keep depth) of a target, not above, not below. (Ok, you can go 0.5 meters below but not more). Most merchant ships have a curvature near the keel. As your torpedo gets under the target, it will detonate before bouncing off the keel. In GWX I had never used magnetic detonators. In OM I use them all the time. Historically, depth keeping was a problem, eels running 2 meters below their set value. After they found that out, the captains aimed 2 meters above precious settings, before the torpedo problem was resolved with the new models. However, a torpedo going 2 meters below the keel of a 3000 ton ship would still go BOOM any day so don't bother with that issue. So I repeat, always set your eels to exactly the keel depth of a target, not above, not below.
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