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jgf
05-16-17, 08:21 PM
Is the "no duds" torpedo option actually a "fewer duds" option? I select it but can guarantee one or two duds every patrol - they run straight and true, solid hit on the target, bounce off and sink. (Shots are always from 400-1000yds and near broadside hits.)

Yes, I realize having no duds greatly reduces the realism, but I'm playing for fun and relaxation, not to skyrocket my blood pressure and inventory my stock of unacceptable language. It's finding and stalking the targets I enjoy, or sneaking into a harbor, lying in wait for targets (just getting in and out of Scapa Flow undetected is a challenge).

Kendras
05-16-17, 09:09 PM
I'm playing for fun and relaxation, not to skyrocket my blood pressure and inventory my stock of unacceptable language.

:har:

Kaptlt.Endrass
05-21-17, 03:10 AM
I believe that 'No duds' means that torpedoes will not prematurely explode, run at different depths than set, or have a faulty detonator.

What may be happening to you is that the impact AoB (Angle on bow) is too much for the torpedo detonator. German torpedoes were, I believe, fitted with a detonator on the tip.

If you've not noted yet, our torpedoes are fitted with a rounded head. In the centre is a small propeller that also houses the firing pin, if you will, for the detonator. If the torpedo hits a ship without this pin being triggered, then the warhead will fail to detonate and the torpedo, though not a dud, will not be a hit, per se.

Note: This is an issue only with impact torpedoes. Magnetic torpedoes do not suffer from AoB issues similar to impact.

CaptBones
05-21-17, 11:31 AM
Not sure if you're playing stock or what, if any, MODs, but...

Another typical instance when an impact pistol fails to detonate is when the torpedo strikes the turn of the bilge. If you're hitting the target anywhere less than 2m above the keel, you're likely to experience that type of dud. Be careful to set the depth with impact detonators at least 2+ meters above the keel depth. You should also account for sea state and the up and down movement of the target due to wave action. I've always found the best bet is usually to set them for 3-4m above the keel depth, 4-5m in rough seas...you will have problems even then when wind speed is 13-15m/sec.

With magnetic pistols, you may also experience failures when the sea state is high, due to the movement caused by wave action. If you're setting the depth at 1-2m below the keel, that movement can cause the ship to rise up 3-4m above the torpedo depth setting or fall 3-4m below the torpedo depth setting. In the former case, the detonator fails because it is too far below the ship's bottom. In the latter, I've observed it fail because it hits the hull on the turn of the bilge...neither mag pistol nor impact pistol will function in that case.

There is also one other factor to be careful of...torpedo arming distance. If you're firing at 400m, the torpedo track to the target point of impact might be 350m or less. IIRC the arming distance is 350m...maybe 300? Anyway, short-range shots like that might be too close for the detonator to arm.

Kaptlt.Endrass
05-22-17, 10:21 PM
IIRC the arming distance is 350m...maybe 300? Anyway, short-range shots like that might be too close for the detonator to arm.

I believe the arming distance is somewhere between 250-300. In both stock and GWX, when making a solution from around 300 metres, when you're flipping through the identification booklet, there will be markers for the keel, fuel bunkers, fuel storage (for tankers), ammo stores (warships and ammo ships perhaps), and the engine room. Useful for making critically damaging hits on a target.