View Full Version : torpedos blew up without any impacts
harzfeld
10-03-05, 09:14 PM
Summer of 1940, intercepted a convey in storm-heavy rain, visble range around 350-400m in VIIC. I used hydrophone to track targets for G7a torpedos. After destroyed a T3 and a T2 tankers, I decided to use last 2 G7a on a C2, set one depth at 7.8 magnetic at medium speed, range was around 1100m. I expected the first torpedo to hit that C2 to either stop or slow it down until I get closer for last torpedo or attack another C2 if first one is destroyed. After firing a torpedo, it spinned toward the target then blew up half way. I used external view to follow that torpedo, it didnt impact at any or even sunk ships, under keel was over 1000 meters. It happened few times to me, I wonder why torpedos blew up few times themselves for no reasons. Im using 1.4b patches, no mods. I had habits of using XXI in other camagin with passive/homing types torpedos at 25m depth without having to use periscope, I wonder if its only different for early years torpedos as they usually blew up themselves because targets arent locked on from a periscope or manuel input was off in TDC right after firing torpedos?
Early war magnetic torpedos has problems and often blew up early.
_alphaBeta_
10-03-05, 09:43 PM
To avoid this problem, only set an impact pistol. This isn't always possible, however. Always send multiple torps in case one of them detonates prematurely. This usually alerts the ship or convoy of a sub presence and they begin evasive maneuvers. If another torp is almost already there, you'll have a better chance of hitting since the ship can't get out of the way in time.
This gives you more time to get out of there if you're in the middle of the convoy. Speaking of that, the longer the torp has to go, the better the chance of this happening (i.e. magnetic shots from 2km away isn't a good idea)
Twelvefield
10-03-05, 09:52 PM
Stormy weather also seems to make magnetic trigger torpedoes blow up prematurely. Avoid magnetic torps when the seas are rough!
FAdmiral
10-04-05, 12:50 AM
Remember also that you can fire a torpedo spread so the
setting can be the same as they all are launched...
JIM
slamdance64
10-04-05, 09:29 AM
I too have had multiple torps which were set to mag detonate prematurely. I have had a few patrols (only on patrol #14 now) where I only came back with 4 ships sunk (mostly coastal) even though I fired all of my torps! Of course on those occasions, there were heavy seas (winds @15m/s) and the torp broke out of the water. I usually only fire my torps from less than 1200m and sometimes less than 800m... But what is a skipper to do, when you are trying to take out a ship by firing at less than 90 AOB and you are going for a keel shot?? I have been denied a few choice ships when the impact pistol fails to fire and the torp harmlessly bounces off the hull due to the ship taking evasive action to avoid the torp??
Happy hunting and fair seas! :rock:
seafarer
10-04-05, 01:24 PM
I hate typeII's because of the premature detonation issue. Instead, I tend to just use steam torpedoes until the typeIII's become available. Or take a mix of typeII and steam, so you can restrict using the typeII's in only the calmest of seas, and at ranges of 1000 or less.[/i]
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