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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.
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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...
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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 |
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 |
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)
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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
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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. |
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 :( |
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Can you post your mod list. The CFG file for this was fixed in TDWs UI:hmmm: |
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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 |
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: |
The file that was fixed in TDWs Ui was the one for displaying ships:-
Length Height Depth |
What would be the advantage of aiming your torpedo to go under the hull instead of into it?? :hmmm:
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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 |
lol.. Salmon was faster. :)
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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? |
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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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