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darksythe
03-31-07, 07:37 PM
Ok im in the middle of engaging a convoy, i set off 3 fish from the stern tubes in heavy seas 3 degree spread on each torp. after 20 secs run time they all detonate in the same place in open ocean. Is this to be expected? could it be due to the sea state? It was rather high seas.

If so what would you do track the convoy to smoother seas, or give up and wait for the next?

tycho102
03-31-07, 08:28 PM
It was a problem, although I haven't gotten any 20-second malfunctions. I just recently started getting duds. I went through my first patrol without a single dud, and my second patrol had one or two.

Turn to "contact" detonators as much as possible. The devs tried to pull a mickey on us and the dial flips back to mags after 30 seconds -- hoping we wouldn't notice and that would simulate the difficultly of torpedomen having to crack open each torp and disable the mag-det. You have to remember to flip the switch almost every shot.

darksythe
03-31-07, 08:34 PM
Ill try to keep that in mind thanks for the intel.

mookiemookie
03-31-07, 08:39 PM
Magnetic torpedoes were notorious for premature detonations in heavy seas. This is to be expected! Contact pistols may not help, as you'll presumably be setting them to run shallower, thus putting them closer to those wave swells. Not only will you still run into premature detonations, but a torpedo broaching the surface is a perfect recipe for a circular runner. :down:

If conditions aren't right, don't put yourself and your boat in jeopardy by carrying out a less than perfect attack. :cool:

TheSatyr
03-31-07, 11:42 PM
Contact exploders were no different. They were very delicate and they had almost as many prematures as the magnetics had.

darksythe
03-31-07, 11:54 PM
Thanks for the replies. From now on if the conditions arent right ill hold off the attack till they are. I am glad that the waves have an impact on torpedos really adds to the imersion factor.

DJSatane
04-01-07, 01:42 AM
Someone posted eariler that the DIALS in the game are reversed. Contact is actually magnetic, while Contact Influence is actually impact only...

However, some tests of this were inconclusive so.... in reality we are not sure of anything...

mookiemookie
04-01-07, 02:51 AM
Thanks for the replies. From now on if the conditions arent right ill hold off the attack till they are. I am glad that the waves have an impact on torpedos really adds to the imersion factor.
A little pep talk...Remember, regardless of the "Be more aggressive!" attitude or COMSUBPAC's stubborn insistance upon prosecuting every contact regardless of the personal risk to the boat and crew, YOU are the skipper and it's up to YOU to make the call on if that dinky 5000 ton merchant is really worth wasting a torpedo on a miss or even worse....a circular runner or alerting the Japanese to your presence and having them calling in airstrikes or destroyers. Make sure you get your men home alive...you're no good to the war effort if you're dead! :arrgh!::rock:

JSF
04-01-07, 03:31 AM
Once launched and upon reaching the point of arming (approx 400 yrds) they would detonate. If by some chance they made it past this there was a good probability they would make it all the way to the intended target........

joea
04-01-07, 05:42 AM
It was a problem, although I haven't gotten any 20-second malfunctions. I just recently started getting duds. I went through my first patrol without a single dud, and my second patrol had one or two.

Turn to "contact" detonators as much as possible. The devs tried to pull a mickey on us and the dial flips back to mags after 30 seconds -- hoping we wouldn't notice and that would simulate the difficultly of torpedomen having to crack open each torp and disable the mag-det. You have to remember to flip the switch almost every shot.

Where did you get the idea the devs did that on purpose??

JuicemanJ
04-02-07, 12:16 AM
Ive been getting that alot lately. My torps exploding in the open ocean. I though it was just another bug.

DeePsix501
04-02-07, 12:34 AM
I have had a 1/3 failure rate, give or take. Thats why in my campaign when I engage, I let loose a salvo of 3 each time.

DURUK
04-02-07, 03:49 AM
ok.. i had to replay a saved position for a nearly dozen of times for getting an idea of the premature explosions of the torpedos.. :damn: and no setting seemed to influence the matter (sent them deep or shallow & contact or magnetic).. when i was just up to give şt up i've read here at some other thread that the fast torpedo setting has a bug.. i'm using slow torpedos eversince and did not have any of the prematures for 2 patrols.. however, if it is a bug its a quite big one.. :down:

mabus
04-02-07, 01:09 PM
I had the same thing happen last night, I launched a salvo of 3 into a CA, as soon as the #1 torp reached arming distance, it predets. I reload to check the diffrent settings. Nothing would help, I figured that the duds might be determined as you begin a patrol, and therefore, the fish in tube #1 was a dud no matter what I did, it was already in the cards.

duelen
04-02-07, 01:18 PM
i had my fish come out of the water between waves with no effect on them, it was like they were in the wate rthe whole time.