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I found that a volley of magnetic torpedos set to run just 1 foot below the depth at which a volley of contact torpedos scored 4/4 hits would consistently miss, every single time. I'm planning on doing a lot more testing of all of this once patch 1.3 is out, but for now I think it's safe to say that the magnetic influence torpedos don't work as intended. I recommend using 'contact' settings and sparing yourself the premature detonations, since there's nothing to be gained by using magnetic at the moment. nomad_delta |
nomad, have you tried other models than mark14?
Btw, is it possible to choose other torpedos in the mission editor?? |
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Not sure about selecting torpedos in the mission editor since I was only interested in Mark14 torpedos at the time. nomad_delta |
Coming back...
Tried mk10, 14, 18 & 23 at a large ferighter. They ALL passed right beneath the keel (almost touching it) without detonating. :damn: In fact one of them actually touched the hull, and nothing..... something is terribly wrong with the drafts.... |
The list of issues
There might be a few issues in the game that confuse things further:
- Some of the ships in stock SH4 have the wrong measures, including an incorrect draft - Time plays a part. In real life, all Mk14 issues were fixed by 1944. Testing before that date probably causes the game to simulate the real life bugs with the contact detonator and the depth measurement device in the torpedo (up to okt 1942 Mk14s ran upto 15 ft too deep because of a calibration issue) - There is a claim (which triggered a lot of testing) that the switch in SH4 is actually reversed. So you think you select "Contact Influence", but the game setting is actually "Contact". So, any testing needs to be conducted in 1944, with ship measures adjusted (or selected a ship that is unaffected). I'm not saying that that wasn't done up to now. I am merely offering some advice to anyone who wants to test this further. |
tested all the above on late 44, both contact & incluence only. Ships measures corrected by a mod.
Even tweaked the torpedo proximity with mini-tweaker. Default was 2 (feet, meters, or what?) so modded it to 10, 25 and even 50. No good. I tracked all torpedos with the external cam. Depth is ok. Influence is not implemented in any way. The best and only way to simulate a keel shot (on contact) is setting the depth - 2 feets acording to the draft value, but before 43´ with all the torpedo depth problems is risky. I give up. |
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Thanks for the attempt, though, 'cause now we know a little more than we did before. I sure hope the devs are doing something to address this in 1.3 -- it really bugs me that an entire portion of the game (torpedo depth) is basically missing because none of the settings work properly and most of the data is wrong. What's worse is it sounds like we can't even fix this with mods since the game is ignoring the relevant values in the torpedo SIM files. nomad_delta |
After reading this post I did some testing on this topic.
I have tried Mk23's and Mk14's on both contact and magnetic, had pretty much the same results already posted here, on both settings I had torps litraly skimming the bottom of the hull of a CV, all passed directly underneath with no explosion no matter what the settings were. The only time I could score a hit was by running the depth slightly more shallow so it actually strikes the hull. :cry: |
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Maybe I got lucky. |
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My guess is that the magnetic exploders don't work, but there are bugs with the rendering that occasionally makes a *contact* hit look like it was passing under the ship. Invisible hit-boxes extending below the ships or something.
nomad_delta |
Well now yall have jinxed me.
I tried a salvo of 3 under the keel shots last night on a huge eruo liner just to see. Wasted three torps. |
I seem to remember it being posted awhile back that the settings on the tdc for that were a$$ backwards.
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half of those 50 torpedos were set both contact and influence. I said it before.
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I distinctly remember this being discussed prior to 1.2. |
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I fired half of those 50 set to contact only, and the other half set to influence. The influence thing does not work, othewise they should go off even without touching the hull, but a couple of feets away when fired shallow. |
whichever way you seem to have that "wonderful" switch it doesnt seem to matter a stuff, if you aint got the torp running into the hull ( bar rendering errors it seems ) then it aint going off, I too have had a few "aparant" influence hits where the torp appeared to just skim underneath something then go off, but you could argue its just she ship rising and falling at precicely the right moment in the waves to cause an explosion directly underneath it ?????
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I wonder if the "incorrect keel depths" on some ships weren't an aborted attempt by the devs to fix this just-before-release?
IE., an "invisible hit box" that will let the torpedo "go off under the hull". ALL the time, of course, regardless of TDC setting, but I think we know already how much work the devs put into manual targetting (so...how well does that stopwatch work for you? :roll: ) |
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