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Brag
07-14-07, 09:28 PM
Magnetic VS Impact Damage. (GWX)

Finally had the oportunity to properly compare damage done by Impact and magnetic detonation in something resembling laboratory conditions.

The targets: 2 medium modern tankers traveling 400 meters one behind the other,

Sea conditions for both: identical . (moderate seas)

I launched an electric T2 torpedo at the rearmost ship first with an AOB of 23 degrees and a depth of 1.5 meters under the keel. Distance 1150 meters.

The second electric torpedo , rigged for impact, went to the leading tanker with an aob of 67 degrees at launch. Distance 650 meters.

Magnetic exploded just forward of the bridge.
Impact exploded under forward mast.

Both ships showed signs of serious damage immediately after being hit.

However, "magnetic" tanker began to sink faster and went down in 4 minutes.
"Impact" took eight minutes to sink.

I think this pretty much settles the question about in game torpedoes and which is more likely to cause catastrophic damage. :know:

Kaleu. Jochen Mohr
07-14-07, 09:41 PM
you forgot to test bernard as torpedo
:rotfl: :rotfl: :rotfl: :rotfl: :rotfl:

but good job Brag :up:
now they know wich one to choose


Mohr

Brag
07-14-07, 09:45 PM
Nah, I'm keeping Bernard to serve drinks at Lulu's in Lorient. And then to pick up dead bodies when we have the BIG party at the Scheherezade in Paris. :D

GoldenRivet
07-14-07, 10:11 PM
good work Brag

i'd like to add something though:

Determining the best running depth for under keel detonations can be difficult for beginners - especially in anything other than calm seas. so you might have some newbies end up passing two or three torpedoes too deep under a target that could have otherwise been killed with one impact shot.

also, in my experience magnetic torpedoes - especially early in the war are prone to premature detonation.

I think the best way to "mythbust" the torpedo question is to test both types of torpedoes on each class of merchant: for example

build a mission where every hour a specific type of merchant passes a known point repeatedly. Use only magnetic torpedoes and record sinking times for each ship. This will reveal an average sinking time for say - a large cargo - using magnetic pistols.

using the same mission again, only this time use only impact pistols 3 meters below the water line... record sinking times for each passing ship. This will reveal the average sinking time for that type of ship using impact pistols.

repeat the process for each class of merchant most frequently encountered in the game. You might find that each type of ship is better attacked using a different pistol method.

you could then publish your findings in the following format

Ship Type ---- avg Impact sink time ---- avg Magnetic sink time

Large Cargo ---- 9 min ---- 6 min

Medium Cargo ---- 5 min ---- 12 min

Large Tanker ---- 19 min ---- 7 min

Whale Factory ---- 1 min ---- 3 min


just as an example

also be aware the in some cases you may hit the bow of a pyro ammo ship with an impact trigger and get massive secondaries that obliterate the ship... when a magnetic trigger may have only caused a fire on deck and a slight list to one side

Gezoes
07-15-07, 07:07 AM
... also, in my experience magnetic torpedoes - especially early in the war are prone to premature detonation....

Oh yes. I know things get better, but I'm still afraid of using it as the war progresses :rotfl:

papa_smurf
07-15-07, 09:23 AM
Thanks for the info Brag, I'll try this next time im hunting.

(What would happen if you stuck Bernard on the front of a torpedo?)

SmokinTep
07-16-07, 06:43 AM
Yesterday I sent 2 eels at a Lage Cargo ship. Both impact. First one hit, then the 2nd one hit in the same place. Ship then went up like a roman candle. 2nd eel must have went further into the ship.

Canovaro
07-16-07, 06:53 AM
Brag thanks for the test.

GoldenRivet (http://www.subsim.com/radioroom/member.php?u=229874), good idea.