View Full Version : Which type of detonator do you prefer?
I was getting bored, so I decided to start this poll and ask people what type of detonators they prefered for their targets.
eek, if they'sve seen me or the angle stinks then Mags. Always like to keep one mag ready to go, but after reading te wiki I've been trying out these impact tings more a lately & have found that they work as well. (Imagine my surprise)
But what about a steam or electric poll ?
:ping:
just because I like the Ping icon, it's just so cool! :|\
jasondef
03-07-06, 01:39 AM
Impact at 3 meters right at the fuel-engine room sweet spot does the trick for me.
First of all I want to say Hi to all Kleuns.
This is my first post here but I read this forum every day. It has great impact on my gameplay in SH3. Now I'm playing at 100% realism thanks to U guys and Your outstandig tips. I'd like to thank all mod makers for hard work - mods make it a diffrent game. Now I don't know how can I play without mods :).
About detonators - I used to use almost only magnetic ones but after reading about ship's weak spots I use them both. Magnetic on smaller ships and impact (fuel bunker/engine room shot) on bigger. I was really suprised when I sunk C2/C3 by one well aimed torpedo with impact trigger.
Cheers
Tikigod
03-07-06, 08:17 AM
Magnetic during calm weather
Impact during rough
If firing a spread all impact
one impact and one magnetic for each ship unless weather is bad.
MarshalLaw
03-07-06, 09:13 AM
For me it depends on the weather and the ship. Also the angle of attack will play a role as well. Each situation is always different. However I agree with most of the posts on this thread.
One other thing that will affect it is when... before the Norway invasion around mid 1940, magnetic was very iffy. Lots of duds and premature detonations.
Kaptan Tommy
03-07-06, 09:55 AM
I like impact - and steam (cuz you can put them to hi-speed and sorta make up for the tell-tale steam trail). That works better the closer you are to the target, of course. :yep:
Fangschuss
03-07-06, 10:57 AM
Vote for "Depends on the weather"
Impact ~2m run deep :arrgh!:
Sailor Steve
03-07-06, 12:34 PM
Voted "I always miss"; actually I used only magnetics until 1940, when the Powers That Be removed them all from service. I will start using them again when BdU allows them back into service-1942, I think, but I'll check again before I start using them.
:rotfl: I put in "I always miss", but I didn't think anyone would actually vote for it. :rotfl:
xrvjorn
03-07-06, 01:53 PM
Oddly enough, I've almost never had any problems with TIIs exploding prematurely when set to magnetic+impact. I've never even bother switching them to the impact-only setting for impact shots. I've got more problems with premature explosions on the TIIIs in rough weather. Shouldn't it be the other way around? TIIIs should have been more reliable than TIIs, right?
Kaptan Tommy
03-07-06, 02:05 PM
And if anyone tops this in his sig, I'll just change mine to "My computer is bigger than yours".
:lol: :lol: :lol:
magnetic in perfect weather, apart contact. A good aimed contact can do the trick well enough...
I don't really care as long as the torp. hits the target and BOOM. :yep:
Dantenoc
03-07-06, 06:34 PM
I always use impact pistols, unless I pull a dog-fighting maneuver and go for a "six - o'clock" shot.
There's something I don't get, though... weren't "magnetic" torps in real life set for BOTH magnetic and impact? Got really frustrated at the begining when a couple of times the magnetics would go "clank" against the target and do nothing.... well, almost nothing, a couple of times I've had it happen that they bounce back a bit after hiting the target, and then they go at it again an succeed in going "under the keel" :doh: ... anyway, the point is that there should be a way to rig the for both :yep:
bookworm_020
03-07-06, 06:52 PM
It depends on the amount of time and target I have in the scope. Mags a good for convoy attack when you want to send torps after the bigger ships in the center and you have small fry in the way.
Impact for any rapid fire shots and 90 degree beam shots that appear.
As long as it sinks, then it's all academic :up:
Dantenoc
03-07-06, 06:57 PM
Mags a good for convoy attack when you want to send torps after the bigger ships in the center and you have small fry in the way.
Excellent sugestion... one of the few tactical situations where magnetic is a must indeed :up:
Floater
03-07-06, 07:00 PM
There's something I don't get, though... weren't "magnetic" torps in real life set for BOTH magnetic and impact? Got really frustrated at the begining when a couple of times the magnetics would go "clank" against the target and do nothing.... well, almost nothing, a couple of times I've had it happen that they bounce back a bit after hiting the target, and then they go at it again an succeed in going "under the keel" :doh: ... anyway, the point is that there should be a way to rig the for both :yep:
You're right - real eels were either set for impact-only or impact+magnetic. It seems to be modelled in the game that way, too.
What you're probably seeing is that a deeper setting was used, anticipating a magnetic detonation, but it wasn't deep enough for magnetic or shallow enough for impact - the torpedo hit the curve of the hull and was destroyed by the hit. The magnetic pistol didn't have chance to activate, not being under the bulk of the ship yet, and the impact pistol didn't detonate because the torpedo met the hull at an angle (due to the curve of the hull).
Dantenoc
03-07-06, 07:14 PM
You're right - real eels were either set for impact-only or impact+magnetic. It seems to be modelled in the game that way, too.
:o I'll try it again right now :yep:
winters
03-07-06, 07:47 PM
A shot with a mag torp 1 meter below the center keel cracks them in two each and every time.
zzsteven
03-07-06, 07:57 PM
"A shot with a mag torp 1 meter below the center keel cracks them in two each and every time."
Except for the small merch I sank 15 minutes ago. He slowly settled down and sank on an even keel. Have never seen that type of sinking before.
zz
Takeda Shingen
03-07-06, 08:02 PM
Wait a minute: We have torpedoes? I've been ramming all this time.
Sailor Steve
03-08-06, 01:16 PM
Wait a minute: We have torpedoes? I've been ramming all this time.
I'm assuming you use Rammer's 'Super-duper Bow Armor' Mod?
Takeda Shingen
03-08-06, 04:37 PM
I'm assuming you use Rammer's 'Super-duper Bow Armor' Mod?
Yes, and the 'Man on bow with sharp sitck' mod as well.
Voted "I always miss"; actually I used only magnetics until 1940, when the Powers That Be removed them all from service. I will start using them again when BdU allows them back into service-1942, I think, but I'll check again before I start using them.
Was that all magnetic torpedoes or just the electrics? I'd thought the only problem was with the depth keeping thingie (scientific term) on the electric eels (biology term) ??
So i've been keeping with all steam & letting the others figure out what the problem is with the new ones.
Or was it a problem with mags in rough waters prematurely....well you know...
? :hmm:
Tonnage_Ace
03-09-06, 01:19 AM
I've been rolling this around my head and haven't gotten the chance to test it out but I was wondering if anyone else has:
With the vulnerability mod, you can see the ships weak spots, my question is that, where it shows the 'keel', if you shoot a mag torp directly in the middle of that blue area, is that the equivalent of hitting a ship's fuel bunker with an impact torp? Ergo, it will split in two? Also, it seems that hitting a ship under the keel, directly below the fuel bunker does less damage than an impact shot, 4m below the waterline in the same area, maybe I was off by a meter but it seems, when I go for the fuel bunker, an impact shot at 4m will take one torp while a magnetic torp will take two in the same place to take effect.
bookworm_020
03-09-06, 04:29 AM
I've been rolling this around my head and haven't gotten the chance to test it out but I was wondering if anyone else has:
With the vulnerability mod, you can see the ships weak spots, my question is that, where it shows the 'keel', if you shoot a mag torp directly in the middle of that blue area, is that the equivalent of hitting a ship's fuel bunker with an impact torp? Ergo, it will split in two? Also, it seems that hitting a ship under the keel, directly below the fuel bunker does less damage than an impact shot, 4m below the waterline in the same area, maybe I was off by a meter but it seems, when I go for the fuel bunker, an impact shot at 4m will take one torp while a magnetic torp will take two in the same place to take effect.
It seems to be the same for mag as it is for impact, the ships sink without a list if you use mag, while they seem to roll over with impact.
:hmm:
AO1_AW_SW_USN
03-09-06, 04:59 AM
Note that I'm an IXC skipper. So this may (or may not) reflect the same tonnage amounts for a Type VII U-boat skipper, all due to a smaller torpedo loadout.
Before, I averaged between 30,000-55,000 tons per patrol using the G7e Type II or Type III torpedos relying on mainly magnetic pistols. Most of the time a target took multiple hits before it sank.
Then I downloaded the Full Vulnerability Mod.
Now I average between 80,000 to 120,000 in tonnage per patrol... all due to a 90% one torpedo kill with an electrical powered, impact pistol actuated torpedo running no deeper than 8m (for the C3 Cargo).
The engine compartments, fuel bunkers and ammunition spaces are what you should aim for.The results will show!
So in all, the best results for me: IMPACT !!!!
Alyebard
03-09-06, 05:49 AM
Magnets under keel with calm weather or rough angle of impact, impact with bad weather or AOB=90ยบ. ;)
Kpt. Lehmann
03-09-06, 12:19 PM
The exploding kind! :lol:
(sorry I couldn't resist)
Impact 2-3 meters deep... requires less thought/planning and minimizes exposure time.
Keelbuster
03-10-06, 12:40 PM
I use impact for the first shots of a convoy attack - all aimed at weakpoints, electric torps, maximum surprise. When teh ships start to swerve and evade, I use keel shot (magnetic pistol) fast steam torps to make sure i score a crippling blow on swerving targets.
sunvalleyslim
10-02-07, 12:20 AM
I perfer the impact, but sometimes it just blows the condum all to hell..........:D :D :D
sunvalley just stop it!
*Cocks shotgun*
SmokinTep
10-02-07, 06:51 AM
Rough weather.........impact, good weather.....magnetic.
Sailor Steve
10-02-07, 05:46 PM
Voted "I always miss"; actually I used only magnetics until 1940, when the Powers That Be removed them all from service. I will start using them again when BdU allows them back into service-1942, I think, but I'll check again before I start using them.
Was that all magnetic torpedoes or just the electrics? I'd thought the only problem was with the depth keeping thingie (scientific term) on the electric eels (biology term) ??
So i've been keeping with all steam & letting the others figure out what the problem is with the new ones.
Or was it a problem with mags in rough waters prematurely....well you know...
? :hmm:
It was all torpedoes. The magnetic pistols had problems the further north you were, and gave them just as many headaches as the Americans got from theirs. Also best evidence indicates that there was no 'switch' which could instantly turn it on or off - the magnetic head seems to have been removeable, but that was the only way to change it.
I also use whatever the correct time period dictates.
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