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

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

Targor Avelany 06-24-11 11:24 AM

MO contains an earlier version of TDW's NewUI (as the whole mod is based on it).

You and install updated version of the NewUI after the MO. :salute:

Trevally. 06-24-11 11:47 AM

The file that was fixed in TDWs Ui was the one for displaying ships:-
Length
Height
Depth

Alky 06-24-11 12:19 PM

What would be the advantage of aiming your torpedo to go under the hull instead of into it?? :hmmm:

SalmonVGM 06-24-11 12:22 PM

It's meant to be that if you can aim a torpedo to go directly amidships slightly under the keel and have the magnetic pistol on, the explosion may break the back of the ship and also cause more flooding.

http://en.wikipedia.org/wiki/Magnetic_pistol

Targor Avelany 06-24-11 12:32 PM

lol.. Salmon was faster. :)

Raven_2012 02-25-12 12:19 AM

Is everyone still having magnetic detenation problems? I know I tried on a single player mission the targets weren't moving and nothing happened.

Note, a moving ship through sea water generates a magnetic field that blooms out past the physicallness of the hull. A stationary ship wouldn't generate as much of magnetic field as a moving ship.

Has anyone tried the duds off and duds on? Did that make a difference? What about the GR2 torpedo file? Were all the parameters checked?

Rongel 02-25-12 03:40 AM

Quote:

Originally Posted by Raven2012 (Post 1845046)
Is everyone still having magnetic detenation problems? I know I tried on a single player mission the targets weren't moving and nothing happened.

Note, a moving ship through sea water generates a magnetic field that blooms out past the physicallness of the hull. A stationary ship wouldn't generate as much of magnetic field as a moving ship.

Has anyone tried the duds off and duds on? Did that make a difference? What about the GR2 torpedo file? Were all the parameters checked?

Here's a link to a thread that discusses this matter: http://www.subsim.com/radioroom/show....php?p=1794494

You'll find the answers there. In short, duds and magnetic torpedoes work with imported .dat ships. You have to put dud values extremely high to get duds with the imported ships.


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