View Full Version : Magnetic fuse for torpedoes - how much more destructive than impact fuse?
Shadowblade
03-04-25, 05:12 AM
Is there modeled in-game (in SH3 or in supermods) that under keel shots with magnetic pistols are more destructive than impact shots and if yes - how much % is the damage increased (avg) vs impact? Any real numbers here?
Also which type does cause more flooding?
Raf1394
03-04-25, 06:13 AM
I actually never or rarely use Magnetic. Only Impact pistols.
I know Magnetic can cause potentially more damage, and one hit sink a a ship. Even when the angle isn't good. Magnetic can still explode.
The early detonations or duds are the reason i don't use it.
Shadowblade
03-04-25, 06:22 AM
@Raf1394 - I use prefer impact shots as well but I use magnetics quite lot too - for stopping large warships, for sinking attacking escorts (most of cases) or when the angle is bad for using impact shots
Raf1394
03-04-25, 06:31 AM
@Raf1394 - I use prefer impact shots as well but I use magnetics quite lot too - for stopping large warships, for sinking attacking escorts (most of cases) or when the angle is bad for using impact shots
I should try out Magnetic more often :hmmm:
Need to find some good tactics.
Shadowblade
03-04-25, 07:53 AM
I should try out Magnetic more often :hmmm:
Need to find some good tactics.
yes, you definitely should, they are great and they saved my uboat many times :up:
electric magnetic shots are true escort-killers
Raf1394
03-04-25, 08:21 AM
yes, you definitely should, they are great and they saved my uboat many times :up:
electric magnetic shots are true escort-killers
Nice. When a escort goes straight at me. I usually try to get my bow towards him. Focus on him with periscope and eyeball AOB. Set AOB 0 on the TDC. Minimum range on TDC, Target Speed doesn't matter. Torpedo depth 1m with Impact pistol. Then fire and boom.
Works pretty well.
SH3 has critical damage areas defined as part of the ships. One of them is the keel of the ship. (others are engine, fuel, ammunition) If that is damaged enough then the ship is considered sinking. I suppose this depends on what (mega)mod you are playing with or which ship-mods you have (they might not be configured correctly if copied from other ingame ships). I vaguely remember there was even a way to see these zones in the recognition manual. Might have been a mod doing that. But yes, magnetic torpedoes detonating below that are more likely to cause enough critical damage.
Shadowblade
03-08-25, 12:29 PM
Nice. When a escort goes straight at me. I usually try to get my bow towards him. Focus on him with periscope and eyeball AOB. Set AOB 0 on the TDC. Minimum range on TDC, Target Speed doesn't matter. Torpedo depth 1m with Impact pistol. Then fire and boom.
Works pretty well.
I use magnetic pistol and set torpedo depth like 1m below escort's keel. Firing from short distance. Prefering electric torpedos.
The explosion is devastating for escorts, they sink or stay immobilised.
Only one survived hit and retreated damaged back to her convoy...
Shadowblade
03-08-25, 01:11 PM
SH3 has critical damage areas defined as part of the ships. One of them is the keel of the ship. (others are engine, fuel, ammunition) If that is damaged enough then the ship is considered sinking. I suppose this depends on what (mega)mod you are playing with or which ship-mods you have (they might not be configured correctly if copied from other ingame ships). I vaguely remember there was even a way to see these zones in the recognition manual. Might have been a mod doing that. But yes, magnetic torpedoes detonating below that are more likely to cause enough critical damage.
yeah, I can see the critical zones but iirc just from very good angle and at or below the specific distance to be able to see them in manual.
It is better to mark critical zones in notes for future use.
I am just wondering if explosion under the keel can damage also other critical zones above the keel like engine room or ammo bunkers? Probably just engine room and immobilize the ship?
Raf1394
03-17-25, 12:26 PM
I am just wondering if explosion under the keel can damage also other critical zones above the keel like engine room or ammo bunkers? Probably just engine room and immobilize the ship?
Thats a good question, i think it depends how deep you set the torpedo depth. and where it actually detonates. Maybe if it detonates below the aft of the ship. You can destroy the rudder or propeller of the enemy ship?
(i'm not sure if thats modeled in GWX)
I think with impact pistol, you have more internal damage. (like engine, ammo ect...)
with magnetic pistol, you have less internal damage, but just the power and explosion makes a big shockwave of water hitting the hull of the ship, breaking the hull.
We have to know, how the games damage system is modeled.
Captain Drastic
03-17-25, 03:43 PM
Torps can blow off the rudders and props of ships, I've seen that many times. Impacts in the sides make big holes and do damage to compartments, makes the ship list more or less. Magnetic hits make big holes in the bottoms and do damage to compartments, not just the hull. You can tell when the fires break out. Sometimes a nice magnetic hit under the center makes the ship go dead in the water. All of this is anecdotal, I haven't looked at any files to see how these things are calculated.
Shadowblade
03-17-25, 04:33 PM
yeah, torpedoes can blow off propellers but I usually aim under the keel. The explosion under the engine room can immobilize the ship too plus I guess that flooding would be more severe in this location..
I had more critical hits with impact pistols I guess (those with explosions).
But I remember also escorts hit by torpedoes with magnetic pistol where hit under the keel caused also explosion of ammo bunkers.
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.