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-   -   BIG Colossal CRASH!! (https://www.subsim.com/radioroom/showthread.php?t=159351)

KlassenT 12-22-09 03:00 PM

Quote:

Originally Posted by Laconic (Post 1223337)
The idea of a keel shot is to break the back of a ship. The initial explosion of a torpedo directly underneath the keel will create a breach in the hull and also drive water up through that breach, causing catastrophic damage. Here's a video: http://www.youtube.com/watch?v=BSBNG7IFyKU

Now obviously that's with modern equipment, but you can get the idea of how it works. The first, smaller explosion you see is the actual torpedo detonation. The second blast is the water being explosively driven through the ship by the force of the payload. Someone contradict me if I've got any of this wrong.

It makes more sense after I read the video description; Seems the water itself isn't being propelled upwards by the detonation, but instead, the warhead causes a massive cavitation under the target. In this particular case, a hull's ability to redirect an explosion causes even more damage, because less of the blast goes into the hull itself; instead, most of that explosive power contributes to making the giant cavity. The real damage comes into play with all of the fluid pressure from the water around that cavity rushing in to fill it again.

Can see it in action a bit better in this video. Notice how the bulk of the eye candy happens moments after the visible explosion, when fluid pressure comes over to play. :D

---

Back on-topic, though, you don't have to choose between impact and magnetic as a US skipper; in fact, there is no setting available for magnetic only. The magnetic option is for "Contact + Influence" meaning your fish will still kaboom if they hit dead-on. Like Steve said, though, the mags did historically cause more premature detonations, though I truly can't say whether this ever modelled into SH4. I never noticed significantly more torps jumping the gun with them on than off, and I almost always start early war campaigns, but I always stand to be corrected.

G2B 12-23-09 12:37 AM

Rough sea's can cause the magnetic influence to go off :nope: and it's modded very well. Rotten geyser alerts your target then the DC's start raining :damn:

Bubblehead1980 12-23-09 01:19 AM

Don't mean to laugh but the first post, the anger in his words, reminded me of when i first played SH 4 lol, this game caused many fits before the issues were corrected.

Thing is, I stuck with it, upgraded and learned things, then went to the mods, which saved this game.Well worth sticking it out:salute:

Sniper297 12-23-09 01:50 AM

I'm gonna do some speculating here based on my corrupted save experience. What I did at first, save1, save2, save3, and so on, when I got up to half a dozen or so I would start overwriting previous saves. That triggered the "do you want to overwrite" message, say yes and now that file is corrupted?! Since I figured that one out, if I want to save, for example, "save5" and there's already one in there, I delete "save5", then save a NEW file named "save5" and I've had no further corruption problems since. So if you're overwriting previous saves, don't. Try deleting the previous saves then save with a new name.

As for magnetic torpedoes, the backbone of a ship is the keel, break the keel and you break the ship. Water (for all practical purposes) is incompressible, and explosion at the waterline would vent half its force upwards into the air outside the hull. An explosion directly under the keel will send most of its force toward the area of least resistance, the ship being hollow and full of air instead of water most of the force goes thataway.

The theory is sound, any iron object distorts the earth's magnetic field, that's how magnetic anomaly detectors work to find submarines. Problem they hadn't reckoned on when they designed magnetic mines and torpedo triggers is that the magnetic disturbance around a ship varies with the distance from the magnetic pole - so closer to the equator the lines are wider, causing more premature detonations. It also varies with direction, a ship heading north or south will have a narrower magnetic field than one heading east or west. MAD (magnetic anomaly detector) sensors are adjustable and tunable for that reason, the magnetic exploders in WWII torpedoes were not, which is why they failed so often for all the navies that tried them.


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