SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [REQ] Mag detonator (https://www.subsim.com/radioroom/showthread.php?t=166310)

wamphyri 03-29-10 01:15 PM

Quote:

Originally Posted by mobucks (Post 1338798)
also had a few prematures, no circle runners, no duds.

ive also tested this quite a bit and can never get under keel shots to go off.

Also, the keel depth gauge on TDC after IDing target can sometimes be way off, that or the torpedo simply isnt going to the specified depth i set it to. FE. I usually do 6.8m for troop transports, which is more or less 1m below keel on the gauge, but using camera the torp still hits the ship.



grrrr we need a patch this and the stadmeter is killing the game for me.

I changed the dud rate on the torps using goblin to 100% dud rate and still no change.. must be hard coded. I wonder if someone were to change the one ability that reduces the chance of a dud to vastly increase the chance of a dud. I wonder if that'll make duds work.

gutted 03-29-10 02:30 PM

magnetic detonations hasn't worked since SH3.

I tried many times to get it to work in SH4 to no avail. Seems SH5 is the same way.

A shame really.

Reaperman 03-29-10 02:51 PM

Magnetic detonation always worked in sh4 for me, you just needed to be fairly close...

Reaperman 04-01-10 02:43 PM

Update, i shot a torpedo on magnetic detonation mode, slow speed, went right under the keel so close the model clipped into the bottom of the boat i was shooting at and it still didnt go off.

Something needs to be fixed. Ive been playing as realistically as possible and i've got 375,000 tons before 1941, help.... me.... *gunshot* (More dud torpedoes and the ability to have low damage torpedoes with realistic flooding would go a long way, along with compitant destroyer AI.

SubV 04-01-10 02:46 PM

Quote:

Originally Posted by Reaperman (Post 1344004)
Update, i shot a torpedo on magnetic detonation mode, slow speed, went right under the keel so close the model clipped into the bottom of the boat i was shooting at and it still didnt go off.

Something needs to be fixed. Ive been playing as realistically as possible and i've got 375,000 tons before 1941, help.... me.... *gunshot*

I think that issue with non-working magnetic detonators should have a top priority in the list of future fixes...

UrPeaceKeeper 04-01-10 05:38 PM

Quote:

Originally Posted by gutted (Post 1339551)
magnetic detonations hasn't worked since SH3.

I tried many times to get it to work in SH4 to no avail. Seems SH5 is the same way.

A shame really.

Funny, I had no issues with either SH3 with GWX or SH4 + UBM with magnetic detonators? Infact they where my prefered killshots for troop carriers and carriers themselves as they go down quicker that way :D

TheDarkWraith 04-01-10 05:42 PM

Quote:

Originally Posted by UrPeaceKeeper (Post 1344204)
Funny, I had no issues with either SH3 with GWX or SH4 + UBM with magnetic detonators? Infact they where my prefered killshots for troop carriers and carriers themselves as they go down quicker that way :D

same here. No problems with magnetic detonators in SH3.

Mraah 04-01-10 05:58 PM

Well .... maybe three other plausable explainations for dud mag pistols ...

The pistols work fine but ...

1. Maybe the new ship files don't contain a swith to activate a mag pistol when it gets close or perhaps it's off. ie, we have wooden ships not iron.

2. Maybe the ships are missing a a fake hit box below the keel .... or maybe the keel hit box data doesn't have a switch turned on.

3. Maybe they added deguassing material to the ship's hull at the last moment before release but never tested it fully..

I dunno .... Has anyone sat down and fired at all the ship types in the game to verify every single ship won't activate the pistol?

Rob

elanaiba 04-02-10 12:34 AM

Magnetic detonation is under investigation right now.

kylania 04-02-10 12:50 AM

Quote:

Originally Posted by elanaiba (Post 1344563)
Magnetic detonation is under investigation right now.

\o/ That's great news! Thanks so much.

B_O_L_T 04-02-10 06:56 AM

I have had plenty mag detonations go off up to 2 metres under the keel of larger ships although I usually use 1.5, set slow speed and even with duds enabled most work. By default the tI steam torps have mag enabled, tII are off by default, are you folks sure you are not actually turning it off, or perhaps messing about with the toggle breaks them in some way. Also make sure you are correctly identifying your target to get the right draft to set torps, both steamers and liberty cargo have a 2 metre shallower draft than the others and are the most common cargo ships seen, and regardless of what an external cam displays you have no chance in hell of getting a mag det if you are 2 metres off, the external cam can be way off, never use it to evaluate an kind of performance, it's more of an action cam than a cm perfect representation of the underlying simulation.

BTW yes there are duds, I had a boat destroyed by a premature detonation, and on a couple of occasions had a torp reported as a dud by my xo. No idea if difficulty has anything to do with it but I play on 100% realism.

gutted 04-02-10 09:59 AM

Quote:

Originally Posted by TheDarkWraith (Post 1344210)
same here. No problems with magnetic detonators in SH3.

I never said it DIDNT work in SH3. I said "since" SH3.. meaning after it.

I used mag pistols religiously in SH3. ~2m under the ship. BOOOM!!!

With SHIV, i did the same things and nothing (fleet boat with standard torpedo). After alot of testing I had to be so close underneath it that it actually scraped he bottom of the keel as it went by... so IMO that was not a mag det but instead was impact that set it off.

It's the same way in SH5, so i guess it's still broke.

lorka42 04-06-10 03:29 PM

I've made mods for myself that increased the mag det range, to about 200m, and the torps went off, although I never did set dpeth manually, I dont think, but they did go off @200m away from the ships, perhaps it is that the value (2) utilized for magnetic detonation isnt 2m but some other arbitrary value, as in crush depth. One way to check this would be to raise the mag det to, say, 10m and see what happens with a keel shot. Just an idea, as I have absolutely no time to test, or even fire the game up, probably for a couple weeks, work has me running ragged, did 72 hrs last week....ffs...
:wah::wah::wah::damn::damn::damn:

ShadowWolf Kell 04-06-10 04:25 PM

Quote:

Originally Posted by gutted (Post 1344964)
I never said it DIDNT work in SH3. I said "since" SH3.. meaning after it.

I used mag pistols religiously in SH3. ~2m under the ship. BOOOM!!!

With SHIV, i did the same things and nothing (fleet boat with standard torpedo). After alot of testing I had to be so close underneath it that it actually scraped he bottom of the keel as it went by... so IMO that was not a mag det but instead was impact that set it off.

It's the same way in SH5, so i guess it's still broke.


Perhaps in Stock SH4. Magnetics do indeed work in RFB, TMO and OM. I use them all the time myself.


All times are GMT -5. The time now is 04:49 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.