View Full Version : Bloody Bounce effect!!!
ddiplock
10-11-05, 08:52 AM
Is there a mod to stop the torpedo "bounce" effect as i've heard people calling it?
As in, if the torpedo hits a target at a certain angle, the frigging thing just bounces harmlessly off, and then the target begins evasive maneuvers.
I'm tracking a 7000 ton large cargo and just lost THREE torpedos to this damn bounce effect. I fired from 1400 metres too, and when they hit.....nothing. they just bounced off.
any mods to counter this?
at what angle did they strike the keel? Were they set for impact or magnetic? Do you have dud's enabled in the realism settings?
SteamWake
10-11-05, 09:02 AM
One thing you can do is to turn "duds" off.. but even then you will still get some "bouncers".
At the risk of sounding like a smart ass the best way to avoid "bouncers" is to take better shots.
There are lots of threads here and info in the wiki about how to set up a high percentage shot... Angle, magnetic vs impact yadda yadda yadda.
Good luck
Okay, so, the pistol is in the TIP of the torpedo, if you fire from bad angle the torpedo´s tip doesn´t hit the targets hull so it bounces. Try to use magnetic pistol, set the torpedo´s running depth 0.5-1m deeper than the ships is going. (To know how deep the ship is going look in the recognition manual, the DRAFT is the depth.)
Example: You encounter a coastal merchant, you look from the manual the depth (6,8m, if I recall right), then you set the torpedo to run at depth of 7,3-8m and the magnetic pistol takes care that the torpedo explodes beneath the ship.
But you knew this already, didnt you? Just wanted to make sure! :)
I always fire magnetic torpedoes when the angle is not absolutely perfect (90 degrees).
Generally this will either sink the ship or slow it down so that I can manouver to 90 dgrees for an impact shot.
I set the depth to 1 meter below the ship on the mag shots.
ddiplock
10-11-05, 09:30 AM
but I heard that magnetic torpedos can be unreliable at best, and i dont want to risk losing torpedos.
In real life they were unreliable, but in the game I found them quite reliable. Only premature explosion I`ve had were in a storm. In calm weather they work well.
Crash Dive
10-11-05, 11:10 AM
I have had alot of T-II electrics malfunction with magnetic detonators, I always switch them to impact and use T-I for mag shots. :arrgh!:
Hartmann
10-11-05, 03:49 PM
I think that is important set the correct torpedo depth relative to the target keel.
If the torpedo hit against to the rounded part of the keel is possible that fails.
Also...for very high angles is better use the magnetic pistol. and for 90 ª shoots, the impact pistol.
in a patrol ,sometime ago, i fired a torpedo set with magnetic pistol. it hits, bounced, and finaly exploded on the side , siking the ship. :up:
ddiplock
10-11-05, 03:55 PM
i tried using magnetic when i reloaded the game, all three torpedos still bounced off and didn't explode. so much for magnetic workin eh?
The Avon Lady
10-11-05, 04:00 PM
i tried using magnetic when i reloaded the game, all three torpedos still bounced off and didn't explode. so much for magnetic workin eh?
You're supposed to fire the magnetics under the target's keel. :damn:
ddip,
When in the UZO or periscope you will see the recognition manual on the left side of the screen. Open up that bad boy and find the merchants...its called Hassen...something or other. Then once you open up the manual find the ship you want to target.
Draught is the depth the keel extends to.
C2s are 7.8 meters, as an example.
Then set your torpedo depth to 8.8 meters on the depth dial.
Fire away when you have a good solution.
The great thing about mag shots is that you don't need a 90 degree AOB...you can shoot at a ship going directly away or towards you.
slamdance64
10-11-05, 04:46 PM
i tried using magnetic when i reloaded the game, all three torpedos still bounced off and didn't explode. so much for magnetic workin eh?
If you are going to use the MAG settings, you have to fire your torps and set their depth correctly so they pass between 0.5 and 1Metre under their hulls. If they hit the hull, then they will not work any better than the Impact pistol. The good thing is once you get the hang of it, you can sink most ships with a well placed keel shot when using the Magnetic setting. Just remember to add another 0.5m during heavy seas.
Good luck and happy hunting! :rock:
Twelvefield
10-11-05, 09:18 PM
If memory serves, the only difference between magnetic and impact triggers is that you get to turn on or off the magnetic trigger. That is, the torpedo carries both triggers. If the torp is impact, then the magnetic trigger is unarmed, but if the torp is magnetic, then both triggers are armed.
So, a shot that would bounce an impact torp should also bounce a magnetic. However, by shooting under the keel, the impact trigger won't go off, but the magnetic, which is looking for iron deposits lurking just above the torpedo rather than in front of it, will go off. If you botch your shot and the torpedo actually strikes the ship rather than going under it, you have a chance that the impact trigger could still go off, but it's long odds against. At least that's what I recall, I could have the real-life mechanism all wrong.
Magnetic are really excellent in foggy weather when you cannot line up a proper shot because of visibility.
Find the targets course and rough speed then surface astern, speed up until you have visual of target ahead, get your solution, fire your magnetic. Drop back into the fog. Great fun in a convoy but be carful you dont get crushed by another vessel coming up astern.
Rough seas. Not so good. They can explode prematurely.
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