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-   -   Magnetic Detonation Working? (https://www.subsim.com/radioroom/showthread.php?t=164148)

EAF274 Johan 03-15-10 06:59 AM

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?

GDFTigerTank 03-15-10 08:44 AM

Keel shots do not appear to work on "Fast" torpedo speed setting. However, on slow speed, I get a hit every time.

Conrad von Kaiser 03-15-10 10:13 AM

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.

remowilliams 03-15-10 10:21 AM

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.

molotof 03-16-10 03:32 AM

Good to hear, i'll test that :salute:

Supagoat 03-16-10 07:13 AM

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.

raziel08 03-16-10 10:35 AM

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...

stellaferox 03-18-10 04:55 AM

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

WOD 03-18-10 05:10 AM

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

mobucks 03-18-10 05:40 PM

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)

Conrad von Kaiser 03-19-10 09:45 AM

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

GDFTigerTank 03-19-10 09:51 AM

Quote:

Originally Posted by stellaferox (Post 1321666)
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

This can still be done, however it is much harder in vanilla SH5.

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.

der Papst 06-23-11 06:36 AM

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 :(

Trevally. 06-23-11 12:04 PM

Quote:

Originally Posted by der Papst (Post 1689357)
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 :(

welcome aboard der Papst:salute:

Can you post your mod list. The CFG file for this was fixed in TDWs UI:hmmm:

der Papst 06-24-11 06:07 AM

Quote:

Originally Posted by Trevally. (Post 1689481)
welcome aboard der Papst:salute:

Can you post your mod list. The CFG file for this was fixed in TDWs UI:hmmm:

Thx :)

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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