View Full Version : Malfunctioning torpedoes?
pelucho25
10-02-11, 01:44 PM
Hello masters, one question. This recreated the torpedo failures Silent Hunter 5? thanks
0rpheus
10-02-11, 06:33 PM
Yes, you'll occasionally get dud torpedoes and premature explosions when using the magnetic detonator. :salute:
There are indeed dud torpedoes in the game and some also explode prematurely. But it is very rare thing. If you are firing from decent angle and the sea isn't raging, dud changes are only 1/100. I'm not a WW2 expert but this seems to be way too low. Generally all the torpedoes seem very reliable, looks like there is a place for mod here...
Hmm... I just made small test, I edited the "torpedoes_g7a-e.sim" and changed dud percentages and premature explosion percentages for every type of torpedo to 100. Tested it several times, no duds, no changes. :o
Minispace noticed this earlier when he made Tiny-torpedo mod:
Originally Posted by minispace http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1659736#post1659736)
This is really frustrating. No matter what changes I make to torpedoes_g7a-e.sim file, I am not seeing any changes in torpedo behavior in-game.
I've tried setting the dud chance really high, and really low, and torps still hit almost every time, like in the stock game. I suspect the magnetic fuse might be setting off the torps even with impact hits, but that just a WAG.
Yep, weird. I thought that maybe "Reduce dud torpedoes" crew special ability is messing things up, but didn't saw anything wrong there. Any guesses?
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