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View Full Version : Torpedoes detonate at closer ranges


Reece
11-24-09, 02:04 AM
This is an old bug that the torpedoes won't detonate at ranges closer than 500mts, they just bounce off!! in RL they have fired them as close as 250mts, is there a way to change this, I must admit that I haven't tried in a long time, just assume it is still the same.:hmmm:

Reece
11-24-09, 02:25 AM
Hmmm, last I tried at 400mts certainly bounced off, that was a 90 degree shot, straight on!! maybe my nav map ruler is out!:-?

Commander Gizmo
11-24-09, 02:29 AM
There are duds in the game unless you have disabled the realism option.

Also, would it not be a timer that armed the torpedo rather than distance? Since the torpedo runs at a variable speed in the case of a T1, the distance would not be the same unless the torpedo was programmed to know the difference and arm at 300m regardless of speed.

Thus, different speed torpedoes would arm at different distances, no?

Gerald
11-24-09, 06:08 AM
Even if you can disabled the option in the game so still they are there anyway,but have a shorter time, sounds like a good thing

Gerald
11-24-09, 06:31 AM
This is an old bug that the torpedoes won't detonate at ranges closer than 500mts, they just bounce off!! in RL they have fired them as close as 250mts, is there a way to change this, I must admit that I haven't tried in a long time, just assume it is still the same.:hmmm:

Have you info about straight run for the torpedo?

evan82
11-24-09, 06:45 AM
Hmmm, last I tried at 400mts certainly bounced off, that was a 90 degree shot, straight on!! maybe my nav map ruler is out!:-?

This is strange. I never noticed this before.:hmmm: For me torpedo always detonate after minimum 300m range if it hit the enemy's unit and, if the magnetic detonator don't fail.:yep:

Reece
11-24-09, 06:54 AM
These are the standard type with pistol detonators, I do have dud torpedoes but this is like 100% of the time, using manual TDC.
Also, would it not be a timer that armed the torpedo rather than distance?Is there a setting? don't think I've noticed a timer setting, if there is it's always been default, this might be the answer, the only thing I've ever adjusted is the speed, distance and angle.:hmmm:

irish1958
11-24-09, 10:19 AM
These are the standard type with pistol detonators, I do have dud torpedoes but this is like 100% of the time, using manual TDC.
Is there a setting? don't think I've noticed a timer setting, if there is it's always been default, this might be the answer, the only thing I've ever adjusted is the speed, distance and angle.:hmmm:
Yesterday, I had three torpedoes hit and bounce off at 450 meters on manual TDC settings. Settings were "fast" and "magnetic." The forth torpedo was set to go off 1.5 meters under the boat, and passed under without exploding.
How do the torpedoes arm? Is it time or distance?

Tom
11-24-09, 10:47 AM
The arming distance should be 300 meters, based on range, not time.

One possible explanation for torpedoes bouncing off even in 90 AOB attacks is shooting them too low, so that they hit the curved part of the hull. I don't think I've ever had a magnetic trigger go off in these situations - magnetic triggers only seem to detonate when actually under (but close to) the hull, never when bouncing off the hull.

Jimbuna
11-24-09, 03:01 PM
@Reece and Irish

The rule of thumb is that the eels arm over distance.....300 metres and 400 metres in the case of a Falke.

FIREWALL
11-24-09, 03:10 PM
This is strange. :hmmm: I've had them set on pistol and detonate at as little as 200 mtrs.

A desparation shot at a destroyer. And a stern shot at that.


I would imagine it (distance) can be edited tho.

Iirc reading somewhere, setting torp so it would arm at a distance was a safety reason.

And that safety could, be removed/changed.

timwatson
11-24-09, 04:08 PM
Perhaps a bit off the topic, but would anyone like to comment on how to dispatch DD's approaching uboat positions once they are within 400 meters? (GWX SH3)

kaluen Rolfe Hass

Commander Gizmo
11-24-09, 05:50 PM
Perhaps a bit off the topic, but would anyone like to comment on how to dispatch DD's approaching uboat positions once they are within 400 meters? (GWX SH3)

kaluen Rolfe Hass
http://www.subsim.com/radioroom/showthread.php?p=1208493#post1208493

Reece
11-24-09, 07:51 PM
Iirc reading somewhere, setting torp so it would arm at a distance was a safety reason.

And that safety could, be removed/changed.Maybe someone knows something about this!:yep:
irish1958 seems to be having the same issue as me, I know I have changed the torpedo depth but that seemed to have no effect.:-?

timwatson
11-30-09, 10:54 AM
Correction: the torpedoes won't detonate at ranges closer than 300 m

I've encountered premature torpedo denonation situation during my ninth mission while attacking a DD:

Type 1 at 44knt setting at 4m depth. Sea conditions: force 15

Could rough seas be affecting the situation?

oblt Rolfe Hass (Tim Watson)

Oneshot/Onekill
12-01-09, 03:38 AM
Yesterday, I had three torpedoes hit and bounce off at 450 meters on manual TDC settings. Settings were "fast" and "magnetic." The forth torpedo was set to go off 1.5 meters under the boat, and passed under without exploding.
How do the torpedoes arm? Is it time or distance?I know the game doesn't reference this accurately, but torpedoes in WWII armed after a certain amount of revolutions from the arming screw in the nose.

The game reflects this by arming them at a distance of 300m. But in RL if you had a fish/eel stuck in the tube it could arm, and detonate in the tube after the required revolutions were achieved. Thus the arming SHOULD be based on time and not on distance.