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View Full Version : Early war torpedo failures?


CaptainNemo12
12-19-09, 06:08 PM
Ahoy!

Well, I had the perfect target in my sights, was about 7000 km out of Lerwick, war had just started, came upon a L class destroyer sitting in the harbour, dead in the water and not moving. Figured it was worth a shot so I entered the info in the TDC, locked on the target, fired my three torpedoes and.... nothing happened...

Went to free cam, couldnt even see where the bubble trails were. Couple of minutes later all I hear a single explosion the distance... and the destroyer is still intact. No sign of the other two torpedoes either.

What gives? I'm playing GWX 3.0 so I was wondering if this malfunction was modeled in the game?

ppk
12-19-09, 08:06 PM
What kind of detonator were you using? Magnetic torpedoes often detonate prematurely in heavy seas... In any case in a shot over 7k long you can safely bet on it.

BillCar
12-19-09, 09:03 PM
I just had a torpedo failure, but it saved me – I had a great firing solution on a freighter. Only after launching the eel did I notice that it was American (this is October 1939)! Torpedo hit its side and bounced off, never detonated. Hopefully, they have no idea what happened.

I have only been loading the electric torpedoes, but is it better at the beginning of the war to use the steam powered ones?

Gaijin
12-19-09, 09:28 PM
Ahoy!

Well, I had the perfect target in my sights, was about 7000 km out of Lerwick, war had just started, came upon a L class destroyer sitting in the harbour, dead in the water and not moving. Figured it was worth a shot so I entered the info in the TDC, locked on the target, fired my three torpedoes and.... nothing happened...

Went to free cam, couldnt even see where the bubble trails were. Couple of minutes later all I hear a single explosion the distance... and the destroyer is still intact. No sign of the other two torpedoes either.

What gives? I'm playing GWX 3.0 so I was wondering if this malfunction was modeled in the game?

Single explosion means at least one of them hit something and bounced off to explode on the seabed. Harbour shots can be tricky...plenty of walls and corners, not to mention harbour nets for the torp to run into, even when you think you have a clear shot.

ppk
12-20-09, 01:01 AM
I have only been loading the electric torpedoes, but is it better at the beginning of the war to use the steam powered ones?

I use steamers exclusively until the more exotic models come into service. The fact that they are faster allows a little more leeway for sketchy solutions and snapshots. The downside is that sometimes if you're shooting at a DD it'll manage to speed up enough to dodge it... But it hasn't happened so far in my current career. I don't think it's a particularly critical decision though. Stick with electrics if you like 'em better. Later in the war though, learn to love your stern-mounted zaukönigs. They'll save your ass.

Weiss Pinguin
12-20-09, 09:08 AM
Steamers are reliable and fast, but electrics win out in the stealth department, unless they prematurely detonate of course :smug:

CaptainNemo12
12-20-09, 11:52 AM
Ahh... stupid me forgot to set the AOB correctly...:damn: Anyways, I'm done in a type II, switching to a VIIb.:DL

Dissaray
12-20-09, 05:21 PM
If the ship was siting at port AOB dosen't come into play, that only maters when the target is moving.

Your torpido probly hit a net if you were close to the target, in side 5000m. If you were 7000, I am going to asume you ment meters and not kilomiters here, and fired your shots then it is simple as to why your target didn't get deaded: Your torpidos ran out of go power. The max range of a torpido at that time in the war is only 5000m; and that is only for steam powerd ones as the electric can only reach out 3000. Any thing more distant than that and the torpidos will come to a stop and detonate harmlessly in the water. Get close if you want to kill stuff, in side 1000m is generaly considered best though I find 3000m is suficiant for slow moving or very large targets.

Ancient Mariner
12-21-09, 01:44 AM
Can't say more than what has been said,close your distance to under 1000m for best results:up:

PPK being early war I use electrics in rear tubes,great for those pesky destroyers trying to get ya from behind but have used Zaukonigs in a late war campaign and they definitely have their advantage for this use :arrgh!:

Weiss Pinguin
12-21-09, 09:12 AM
Personally I prefer steamer eels in the aft tubes, at least until mid-1940, when electric reliability problems are solved. Plus the fast speed setting is great for down-the-throat shots.

papa_smurf
12-21-09, 09:51 AM
They happen a lot (premature detonations) early war. On average whilst patroling early war about a third of my torps detonate prematurely - forcing me to sink ships with deck gun. After the invasion of Norway (around may 1940), electric torpedoes are more reliable. But dont forget that heavy seas can still affect your torps.