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View Full Version : Can't hit for toffee with Magnetic pistols


nemchenk
06-05-10, 07:14 AM
It seems whenever I fire a Magnetic-influence torp I might as well, in the words of Pvt. Frost, be "using harsh language" for all the good it does.

Now, admittedly, MI pistols were unreliable, and I tend not to use them for that reason. But every once in a while, when running low on eels, I figure I should give them a try and... well... nothing happens :damn:

So, any tips on getting MI eels to actually blow up under the target? Here's what I am already doing:

1) Try not to use them in high seas
2) Set the depth to 1-2m under the target's keel as listed in the book
3) Fire at a more oblique angle than 90, perhaps 60-45 degrees
4) Don't use on anything under 3000 tons as per FdU instructions

I was thinking the following might also help:
5) Fire at an angle close to 0, i.e. right along the target's course, for maximum time under the target
6) Set the eels to Slow for the same reason -- I always get in close and fire Fast, to give my target less time to react, but of course that means my eels fly by and (I think) explode on the other side of the target, sometimes 10 seconds / 200m (?) after my WO thinks they should

Any other tips? :salute:

nemo7
06-05-10, 07:23 AM
It seems whenever I fire a Magnetic-influence torp I might as well, in the words of Pvt. Frost, be "using harsh language" for all the good it does.

Now, admittedly, MI pistols were unreliable, and I tend not to use them for that reason. But every once in a while, when running low on eels, I figure I should give them a try and... well... nothing happens :damn:

So, any tips on getting MI eels to actually blow up under the target? Here's what I am already doing:

1) Try not to use them in high seas
2) Set the depth to 1-2m under the target's keel as listed in the book
3) Fire at a more oblique angle than 90, perhaps 60-45 degrees
4) Don't use on anything under 3000 tons as per FdU instructions

I was thinking the following might also help:
5) Fire at an angle close to 0, i.e. right along the target's course, for maximum time under the target
6) Set the eels to Slow for the same reason -- I always get in close and fire Fast, to give my target less time to react, but of course that means my eels fly by and (I think) explode on the other side of the target, sometimes 10 seconds / 200m (?) after my WO thinks they should

Any other tips? :salute:

7) Range < 1000m :yep:
8) Use them primary on heavy armoured warships (under keel shots)

nemchenk
06-05-10, 07:32 AM
Right! Yes, sorry, I should have said -- I always fire from about 500-700m, again not to give my target any time to react :arrgh!:

This is my first SHIII playthrough, and it is still 1939... I expect getting to 500m will become MUCH harder later in the war ;)

nemo7
06-05-10, 07:41 AM
I expect getting to 500m will become MUCH harder later in the war ;)

You have no idea matey... That's why this is the best U-boat sim ever made. Ahoy!:up:

nemchenk
06-05-10, 07:46 AM
8) Use them primary on heavy armoured warships (under keel shots)
Well, I've only tried it on medium-sized merchantmen so far, 5,000-7,000 tons or so. Two eels at about 5m depth seems to be enough to sink them, but I'm in a Type IIB boat with only 5 eels on board, so I thought that if I went for a keel shot I could save an eel or two :arrgh!:

Jimbuna
06-05-10, 07:56 AM
I don't see anything wrong with your tactics but personally, I prefer to use 'contacts' until late 1940.

papa_smurf
06-05-10, 07:59 AM
If your using type II torps (the electric ones), these had very unreliable magnetic pistols, which was not fixed unitil the type III electric torpedo.

Hook
06-05-10, 08:36 AM
1) Try not to use them in high seas
2) Set the depth to 1-2m under the target's keel as listed in the book


In reasonably calm seas, I've been setting the depth to 0.5 meters under the target's keel with good effect. Mostly 90 degree AOB and 700 meters with the torpedo set to fast.

Hook

ryanglavin
06-05-10, 09:30 AM
My damn type 3 electrics always premature as of right now, in september 1944. I hate those things.

nemchenk
06-05-10, 09:42 AM
Thanks, guys. They are the "A" (steam-powered) torpedo. I guess the sea must be a bit too rough for them still (1-2m waves) and perhaps I am having bad luck.

I'll stick to impact triggers for the time being :) And I need to get me a VII boat!

Lord_magerius
06-05-10, 10:22 AM
Type VII kaleuns do it deeper :03:

STEED
06-05-10, 11:11 AM
Impacts all the way. :yeah:

reignofdeath
09-18-10, 08:51 PM
If would have used Magnetics on a ore carrier just a bit ago, I could have saved myself about 3 torps -_- I like magnetics more, even when not using on warships just for the fact that you can damage the structure enough to break her back with one hit under the center of the hull

U777
09-19-10, 12:16 AM
Impacts all the way. :yeah:

Same here and I use the electrics on warships only. I hate the magnetic triggers after having 4 eels in a row hit and not detonate in a single attack. Yes I was far enough and they were nearly 90 degree hits.

VONHARRIS
09-19-10, 12:28 AM
I agree with STEED. I use impact pistoled torpedoes even on big warships. The G7a has the biggest warhead available and when fired at night or in bad weather conditions its trail bubble can not be spotted easily. Evenmore single merchants don't spot the torpedo at day with exellent weather.
Of course when acoustic torpedoes are available I aiways load at least one on my fore tubes and if I have enough renown one in the aft tubes. I always command an IXC or IXC/40 at that time.

Snestorm
09-19-10, 12:43 AM
Mine all go into the tubes with the magnetic triggers disabled.
They all leave the tubes set to slow (if G7A), and set to 3 meters running depth.

desirableroasted
09-19-10, 04:21 AM
If your using type II torps (the electric ones), these had very unreliable magnetic pistols, which was not fixed unitil the type III electric torpedo.

I've read elsewhere on this forum that this was never modeled in the stock game, and is modeled to some extent in GWX by using a random "unreliability" factor.

I use magnetics 80% of the time, and while there is always a dud or two in the box, their sheer stopping power and convenience make up for it in my book.

JokerOfFate
09-19-10, 05:50 AM
I think it was modeled in stock as well, but I don't know I don't use mags that much only on larger ships... I just like impacts :up:

ediko
09-19-10, 07:08 AM
I pretty much only use magnetic ones since my skills at hitting ships are quite bad. I never hit them at 90 degrees and impacts would just bounce off. The only thing I hate about magnetics is premature explosions. I aligned at a single merchant perfectly, fire and it explodes after just going 100m :nope:
My convoy attacks are still horrible. I launch 4 torps instantly and dive. Most of them either miss or are duds and I'm lucky if even one hits a ship and triggers :-?

JokerOfFate
09-19-10, 07:23 AM
Just be thankful they didn't premature then the convoy would of knew where you were.

Pisces
09-19-10, 08:13 AM
...
I was thinking the following might also help:
5) Fire at an angle close to 0, i.e. right along the target's course, for maximum time under the target
6) Set the eels to Slow for the same reason -- I always get in close and fire Fast, to give my target less time to react, but of course that means my eels fly by and (I think) explode on the other side of the target, sometimes 10 seconds / 200m (?) after my WO thinks they should

Any other tips? :salute:Reasonable thinking, but with 5) aiming becomes more difficult. The target is alot smaller when seen from the bow or behind. A small course change by the target might help it evade your torpedo.

6) Also good reason, but SH3 suffers from a bug in which the TDC aiming is not updated when you switch to a different torpedo with different speed setting selected earlier. If you select a 'slow' torpedo-tube after having selected a 'fast' torpedo tube then it is going to fire with the lead set for fast. !Always! (re-)set the torpedo-speed before you fire if you are using different torpedo speeds across tubes.

iambecomelife
09-19-10, 11:39 AM
Just be thankful they didn't premature then the convoy would of knew where you were.

SH3's AI does not react to premature detonations.

JokerOfFate
09-19-10, 01:31 PM
"SH3's AI does not react to premature detonations."
Not even in GWX, that sucks, well at least the plan wouldn't blow up in your face even if the torpedeo does :DL