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Old 07-25-18, 08:51 PM   #1
Shibbyland
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Default Dud torpedos, dud torpedos everywhere

Is there anything more frustrating in this than spending half an hour stalking a target, calculating its speed and course without map contacts, getting into the perfect position and firing only to hear those awful words “torpedo is a dud”? Apparently yes, having the second and third torpedos also turn out to be duds.

I ended up becoming a massive cheater, repeatedly loading a save game until I sank the ship but that removes all sense of satisfaction. Alas, I have started a new game.

Beyond increasing my torpedo mans ability and ensuring I fire as close to 90degrees AoB as possible, what more can I do to prevent so many dud torpedos?

Can anybody comment on the value of magnetic over impact pistols and how I might change torpedo depth depending on their use? I rarely use electric torpedos since if my steam ones are failing at such a high rate I don’t know if I can trust the so called problem torpedos.
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Old 07-26-18, 06:34 PM   #2
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Early in the war there were many malfunctions for german torpedos, and later the US have experienced the same problems. If you are frustrated, then think about how the real skiippers were frustrated

Only thing you can actively do to reduce misses is to make your torps hit at 90° and not deviate much from such a hit angle. Then always consider the draft of your target in order not to make torps pass below target and not explode, don't set their depth to the draft limit, but above...
Still magnetic torps may not explode or explode early, and impact torps may not detonate on impact. Play from 1943 and beyond and you will experience less duds.


Then, with SH5 it's the question if your game is patched correctly because the stock game has a lot of torp malfunctions due to *game bugs*. You can resolve this one with a good mod configuration. TWoS megamod is best probably and you are on the safe side against bugs.
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Old 07-28-18, 04:54 AM   #3
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Oh yea I can imagine the frustration. Sometimes I search for over an hour in the patrol area to find a merchant so having a dud torpedo is enough to prompt a ragequit haha. I'm using Wolves of Steel, I just wondered if I was doing something wrong by using magnetic pistol and aiming about a metre or so above the keel depth.

I generally try to fire only one torpedo per merchant (unless it's a tanker) and only one torpedo for a destroyer so if its a dud they get away.
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Old 07-28-18, 01:32 PM   #4
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I don't know how TWoS accounts exactly for these factors, but realistically it should be like this...

- The deeper your torpedo will explode on the target, the bigger the damage caused by the explosion;

- Ideally you want to hit specific locations on bigger ships that will yield more overall damage with better chances of sinking.

- Obviously, the smaller the distance a torpedo has to run in the water, the higher the explosion success rate (especially for magnetic torps). So be close if you can but fire from further than 450 m because you must account for the torp's safety activation distance.


The first point is about a poker game, because as said if e.g. the drafit of a ship is 8.4 and you set at 7 there is a high risk of a miss, but if the torpedo explodes at that depth, you can (at least you should) expect much greater damage than if you had set it to 3-4.
The second point is really important if you fire 2 torpedos or more on a target which usually you must do for targets with 12000+ tonnage in order to secure the target sinking. You want to hit in different parts including critical parts, and not 2 torpedos on the same location.


Are there such 'critical parts' on targets that are more important to aim for? I don't exactly know yet, I must find out...But you only have the luxury of such a choice if you are close enough which is not always possible with a lot of escorts.

Last edited by XenonSurf; 07-28-18 at 01:58 PM.
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Old 07-28-18, 08:47 PM   #5
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Quote:
Originally Posted by Shibbyland View Post
Oh yea I can imagine the frustration. Sometimes I search for over an hour in the patrol area to find a merchant so having a dud torpedo is enough to prompt a ragequit haha. I'm using Wolves of Steel, I just wondered if I was doing something wrong by using magnetic pistol and aiming about a metre or so above the keel depth.

I generally try to fire only one torpedo per merchant (unless it's a tanker) and only one torpedo for a destroyer so if its a dud they get away.
Was Curious as to what range to target are you firing at?
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Old 07-29-18, 01:37 AM   #6
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On average I'd say I'm about 1500m, occasionally closer but never more than 2500m
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Old 07-29-18, 07:30 AM   #7
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Hi Shibbyland
Do not use magnetic pistols as they are faulty and can cause premature explosions before they reach the target.
Always set the torpedoes to maximum speed.

Ideally you are 800 to 1000 meters from the target at 90 degrees to the targets course line.
AOB is 90 degrees port or starboard needs entering in the TDC.
Lock on to the target using the space bar, unlocked the space bar, positioned the periscope so both gyro angles are vertical.
You need the targets speed to be entered in the TDC.
You do not need to know the range, although a range up to 1200 meters needs to be entered in the TDC.
You do not need to identify the target.
Fire when the target enters the cross hairs.
If you are beyond 1000 meters I would suggest finding the Range manually.
You must have the tube doors open or you will miss the target
Check that you have set a torpedo depth, torpedo speed and your firing position periscope angle from zero is correct to the gyro dials..

Peter
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Old 07-29-18, 02:36 PM   #8
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Quote:
Originally Posted by THEBERBSTER View Post
Hi Shibbyland
Do not use magnetic pistols as they are faulty and can cause premature explosions before they reach the target.
Always set the torpedoes to maximum speed.

Ideally you are 800 to 1000 meters from the target at 90 degrees to the targets course line.
AOB is 90 degrees port or starboard needs entering in the TDC.
Lock on to the target using the space bar, unlocked the space bar, positioned the periscope so both gyro angles are vertical.
You need the targets speed to be entered in the TDC.
You do not need to know the range, although a range up to 1200 meters needs to be entered in the TDC.
You do not need to identify the target.
Fire when the target enters the cross hairs.
If you are beyond 1000 meters I would suggest finding the Range manually.
You must have the tube doors open or you will miss the target
Check that you have set a torpedo depth, torpedo speed and your firing position periscope angle from zero is correct to the gyro dials..

Peter
if you are using the normal wet heater steam type of torpedo it is actually forbidden to set the torpedo speed to max (44 knots)

this is because it was found to overload the engine lol

but in game wise i highly doubt its represented.... in OH II it surely isnt
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Old 07-29-18, 03:40 PM   #9
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Hi KF
Steam torpedoes are unreliable and slow.
Personally I would not have any on my boat.
Peter
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Old 07-29-18, 04:43 PM   #10
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Quote:
Originally Posted by THEBERBSTER View Post
Hi KF
Steam torpedoes are unreliable and slow.
Personally I would not have any on my boat.
Peter
lol on the other hand i hate electric ones to the max since they are so incredibly slow

love steam torpedoes for their speed instead and i frankly get very few duds actually
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Old 07-29-18, 05:25 PM   #11
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Quote:
Originally Posted by KirinFrost View Post
lol on the other hand i hate electric ones to the max since they are so incredibly slow

love steam torpedoes for their speed instead and i frankly get very few duds actually

Yes true, the electric ones only go 28 knots, a huge disadvantage
Unless...
AFAIK you can walk all the way to the torpedo guy and ask him to 'pre-heat' these torpedos way before you fire them, this should increase their speed. I never did this, too lazy to walk around...
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Old 11-25-20, 04:03 AM   #12
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Icon8 Dud torpedos - all of them!

I have the same problem, regardless of angle of attack or whether magnetic pistol or impact. Had a complete boat load launch and just do circles. WTF!
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Old 11-25-20, 10:26 AM   #13
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Default Welcome aboard!

RangerTom!
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