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19Herr_Rapp86
07-03-12, 11:32 PM
I run SHIII GWX with several mods, Hsie realism, torpedo damage mod, etc. Historically, the Germans had problems with their magnetic pistols in their electric and steam torps early war. The sensor was too sensitive, or something along those lines. I have been using all G7a steamers early in the war despite the visible bubble trail, using magnetic pistols, and have been having much success. I was just curious what depth delivers the most catastrophic blast? I have been firing about a meter below the draft/keel of my targets. Is this the correct depth setting for magnetic pistols or should I be setting them shallower/deeper?

benitorios
07-04-12, 12:45 AM
I've found 1 meter below keel is about the optimal depth. Any deeper and it may not trigger. Any shallower and the risk increases that the torpedo will hit the hull at its most rounded part, deflecting it downwards. At that angle, chances are high the contact pistol wouldn't trigger.

I could sink a Revenge class with 3 eels, 2 of which magnetic set 1m below keel. So, I'd consider this pretty efficient :03:

You may choose against magnetic in rough weather though: the target might be going up and down due to the waves and it's hard to gauge the right depth setting for your torpedo. In such weather, impact pistol at a depth about half of the target's draft usually does the trick.

Hangman
07-04-12, 11:33 AM
I've found 1 meter below keel is about the optimal depth. Any deeper and it may not trigger. Any shallower and the risk increases that the torpedo will hit the hull at its most rounded part, deflecting it downwards. At that angle, chances are high the contact pistol wouldn't trigger.

I could sink a Revenge class with 3 eels, 2 of which magnetic set 1m below keel. So, I'd consider this pretty efficient :03:

You may choose against magnetic in rough weather though: the target might be going up and down due to the waves and it's hard to gauge the right depth setting for your torpedo. In such weather, impact pistol at a depth about half of the target's draft usually does the trick.

I am curious as I have never been able to get a magnetic to detonate.
Do you fire the eel at a 90 degree angle or do you fire aft or fore so as to get the eel to run the length of the ship?

Sailor Steve
07-04-12, 01:11 PM
As long as it's at the right depth the angle doesn't matter. That's one of the three great things about magnetic detonators.

sublynx
07-04-12, 02:35 PM
In real life the magnetic torpedoes would have a better chance of exploding the more metal there is to sense. So if you have trouble with them not working perhaps try to those magnetic eels on the 10000 GRT merchants and cruisers and battleships.

19Herr_Rapp86
07-04-12, 11:41 PM
Sailor Steve, what are the other 2 great things? I have yet to fire an impact torpedo. I've been using nothing but mags. It seems like they do more damage (maybe that's another good thing about them....). Waiting for TIII's to become available before I switch to electric mags.

Sailor Steve
07-04-12, 11:43 PM
Sailor Steve, what are the other 2 great things?
2. They cause damage to both sides of the ship, effectively doubling the damage.

3. They have a chance of cracking the keel and sinking the ship now.

That said, SH3 doesn't have the awful failure rate they had in real life. They ended up banning the use of magnetics for the better part of three years.

19Herr_Rapp86
07-04-12, 11:45 PM
I see. Thanks for the quick reply. Like I said, it seemed to me like magnetics took a ship down quicker. Silent Otto's saying "One torpedo, one ship" has held true so far with them.