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Just a guess; is it possible that the game sometimes reports the magnetic/contact state wrong, so that it says you have them on magnetic, but they are actually on contact?
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Keel shots do not appear to work on "Fast" torpedo speed setting. However, on slow speed, I get a hit every time.
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Even at my paltry 15% realism setting I've had some misses with the Magnetic fuse. I just figured I'd ID'd the ship incorrectly and set the torpedo too deep. Other times however I've had them go off with little problem.
After I missed four torpedo's on the Hood though I tend to set them right at the keel depth. They'll sometimes impact at the very bottom of the keel or sometimes just a bit before impact the magnetic setting will kick in. |
I've had good success with magnetic fusing and under the hull shots. Always shoot from close in and at slow speed on the torps, and I'm getting nearly all hits with a nice percentage of keel breakers.
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Good to hear, i'll test that :salute:
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I haven't seen any premature detonation duds, but I've definitely hit with magnetic fuses 1-2 meters below the keel. I've also missed with them but I don't know if it was me missing or the torpedo not detonating. I'm on 100% realism.
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strange thing is, they should detonate within 2meters. so the chance setting them too deep under keel goes to zero. i mean, even if you set them to 5 meter they should still detonate...
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I have the same problem with non-working magnetic detonations. I'll try to set up a practice situation with the mission builder. Meanwhile does the ship sink with one torp or is it neccessary to shoot more? In SH3 the ship could be blown out of the water and broken in two with just one well aimed torp underneath.
thnx Marc |
For me it magnetic pistol works. For testing I used realistic except the manual targeting. 1 dud so far from the beginning of the war til april 1940. I use magnetic nearly against all merchants.
Edit: I use the "Critical Hits with Torpedos" Mod |
are you guys checking with the camera that the shots are detonating under the keel? I set my torps to go 1m under keel for troop transports but they always hit the actual hull, not going underneath it. I find the keel depths for the TDC are all over the place when comparing where i aim to where it actually hits (using camera)
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You'll have to take into account rough seas as well for certain attacks. Heck I had one where I set it to 2 meters under the ship and due to the waves it actually hit it on the waterline lol
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I would recommend you check out the Flotation Mod by Arclight which has gone a long way towards balancing the flooding damage. Then if you don't like that mod, go for the Critical Hit Torpedoes Mod. |
You all talk about low speed.
How about electric torpedoes? I tried them and didn't get a single hit. Also, the displayed depth is false. Example: (Ship auto-identified) Displayed depth 7.3m, electric torpedo Torp set to 8.1m - direct hit Torp set to 10m - very close direct hit Torp set to 11m - Torp 1m under keel, no detonation :damn::damn::damn: Any solutions? :( Edit: Just had my first hit with a steam torpedo set to slow and M-Pistol Since electric torpedos have and only 1 speed and it's to fast for M, we can simply forget them But the displayed depth is still wrong :( |
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Can you post your mod list. The CFG file for this was fixed in TDWs UI:hmmm: |
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My only mod is Magnum Opus 0.01, patch2 The CFG-File for electric torpedoes? Or for all magnetic pistol malfunctions? Is TDWs UI compatible to Magnum Opus? Or is it already contained in it? BTW: Maybe someone can help me with that problem: http://www.subsim.com/radioroom/show...2&postcount=33 |
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