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-   -   Torpedo Tips... (https://www.subsim.com/radioroom/showthread.php?t=169777)

Kremmen 07-22-10 06:24 PM

Given the problems with the early war magnetic pistols is this modelled ingame?
I've always been hesitant on using the magnetics,partly because I never get to the late war :wah:
So what date could it be assumed this was fixed ?
I really should give the magnetic pistols a shot given the potential damage they inflict.

frau kaleun 07-22-10 08:12 PM

Quote:

Originally Posted by Kremmen (Post 1450999)
Given the problems with the early war magnetic pistols is this modelled ingame?
I've always been hesitant on using the magnetics,partly because I never get to the late war :wah:
So what date could it be assumed this was fixed ?
I really should give the magnetic pistols a shot given the potential damage they inflict.

I don't know how closely it's modeled in the game (or any of the supermods) but I suspect checking or not checking "No Dud Torpedoes" in your Realism settings will have some effect on your success rate regardless of the date you're playing.

I've also heard tell of in-game radio messages from BdU notifying kaleuns of problems with magnetic fuses and instructing them to use impact only until further notice... but I could be misunderstanding or misremembering stuff from other discussions. Haven't encountered those messages myself but July 1940 is as far as I've gotten.

Kremmen 07-22-10 08:50 PM

Yea I always have the duds selected,and now you mention it I do remember getting the radio message about them discovering a fault with the magnetic pistols and to switch to impact only.
Don't ever remember getting notified that they fixed the problem for the next loadout,have to start paying attention to the radio messages from now on.
Thank you frau.

Seminole 07-22-10 09:14 PM

Quote:

Originally Posted by Kremmen (Post 1451136)
Yea I always have the duds selected,and now you mention it I do remember getting the radio message about them discovering a fault with the magnetic pistols and to switch to impact only.
Don't ever remember getting notified that they fixed the problem for the next loadout.

I would like to have a definitive answer to this question too...:yep:

Best I have heard so far is "sometime after the Norwegian Campaign."

Rather vague.

All I can say for certain is that magnetics almost never work in the early war and latter in the war they function just fine....:nope:...not much help is it?

frau kaleun 07-22-10 09:24 PM

Quote:

Originally Posted by Kremmen (Post 1451136)
Yea I always have the duds selected,and now you mention it I do remember getting the radio message about them discovering a fault with the magnetic pistols and to switch to impact only.
Don't ever remember getting notified that they fixed the problem for the next loadout,have to start paying attention to the radio messages from now on.
Thank you frau.

You're welcome.

This message is in the stock game files for June 4 1940:

Discontinue all use of magnetic detonation. ""Impact only"" setting is to be used for all attacks.||Bdu

I assume that in RL this decision had to do with the results of investigation into reports of widespread torpedo failures during the invasion of Norway. A similar message is in GWX although it's set to begin transmitting in late May instead of early June, but it doesn't appear to be included in WB's Mission Orders Lite mod which would explain why I've never seen it.

I couldn't find any message in stock that okays the resumed use of magnetic fuses, and I didn't search through all the GWX ones to see if there's one in there... but I think it would be some time in 1942 when the T3 became available? :06:

Flaxpants 07-23-10 04:50 AM

I love all this talk of 'sweet spots', man, I can barely hit the things broadside as it is, let alone choose which part of the ship I want to target. Right now, any part of the ship is a sweet spot, even the lavatory.

Kremmen 07-23-10 06:11 AM

One last question,is it preferable to fire magnetic shots at say between 60-30 degrees so the torp has a longer run under a ship's keel than say at 90 degrees ?

Jimbuna 07-23-10 07:25 AM

Quote:

Originally Posted by Kremmen (Post 1451344)
One last question,is it preferable to fire magnetic shots at say between 60-30 degrees so the torp has a longer run under a ship's keel than say at 90 degrees ?

It doesn't really matter at what angle the eel passes under the ship but yes, the longer it runs underneath the more chance of a detonation I suppose...providing the correct depth setting is chosen.

maillemaker 07-23-10 09:32 AM

Quote:

When did this happen????
tons of news stories out there about it. Here is one:

http://articles.latimes.com/2010/may...-boat-20100520

Happened in March.

Steve

Kremmen 07-23-10 01:24 PM

OK cheers jimb :up:

Sgt_Raa 07-23-10 01:35 PM

Quote:

Originally Posted by maillemaker (Post 1451478)
tons of news stories out there about it. Here is one:

http://articles.latimes.com/2010/may...-boat-20100520

Happened in March.

Steve

cheers ty... ifound the cnn footage of them raising it too....... it was only in shallow water.... blew it clean in half!

Platapus 07-23-10 03:03 PM

Quote:

Originally Posted by Flaxpants (Post 1451312)
I love all this talk of 'sweet spots', man, I can barely hit the things broadside as it is, let alone choose which part of the ship I want to target. Right now, any part of the ship is a sweet spot, even the lavatory.

You are correct, any hit is a sweet hit. If you use the "O'Kane" or "Cromwell" techniques, it is easier to select exactly where your torpedo will hit.

However, in the heat of battle, don't miss out on an opportunity to get a hit by trying to get a sweet spot hit.

Better to hit at the lavatory than to miss the fuel bunkers. :yeah:

Arctic wolf 07-24-10 02:17 AM

Quote:

Originally Posted by maillemaker (Post 1450513)
Magnetic torpedoes should cause more damage, and the game documentation says that they do (there is a passage somewhere that says even a battleship can be sunk with a single magnetic torpedo shot under the keel.

The reason why they are so destructive is because

1) the force of the explosion is vented up into the belly of the ship, rather than away from the hull due to hydrostatic compression for a side impact shot.

2) by replacing the water under a ship, which supports it, with a huge bubble of gas, which does not, the hull can structurally fail.

The problem with magnetic torps in-game is that they have a tendency to pre-detonate on long-range shots. I do not believe I have ever seen one pre-detonate under 1000m, and surely not under 500m.

You can also have outright duds, if you have dud torpedoes turned on, just like with impact torpedoes.

Steve

Thanks, Steve. I do have dud torpedoes enabled but haven't seen any yet. Except for my eels bouncing off the keel during my very first patrol. :O:

Quote:

Originally Posted by frau kaleun (Post 1450555)
To expand on Steve's answer a little, an eel set for magnetic doesn't actually have to hit the target - an eel set for detonation on impact does, and as many of us have found out the hard way, it needs to hit it at an angle that will actually make it go boom instead of just glancing sideways or downwards off the side/bottom of the target.

A magnetic eel is detonated (or should be) when it passes through the electro-magnetic field created by the metal hull of a ship. That gives a wider variety of likely "good" shots because the "angle of impact" is no longer crucial. And if you send the eel directly under the keel of your target, when it goes boom you can get the devastating results Steve has already described. You're not putting a hole in the side of the ship, you're basically gutting her from the bottom up.

Damn and all this time I was using the same depth for impact and magnetic alike lol! All my magnetic torpedoes have been used like impact :oops:. Thanks for that information frau. In calm seas, what should my depth setting be for a magnetic eel if I want it to explode right below the keel?

carpediemorfail 07-24-10 03:09 AM

Quote:

Originally Posted by jimbuna (Post 1396145)
All the ship models have what are called 'sweet' areas.....ammo, fuel bunker etc.

Pull this shipchart down and all should be explained:

http://www.filefront.com/13792872/shipchart.pdf

I keep getting file not found errors when I try to download this (after clicking the download link and being spammed with ads, etc). :hmmm:

Can you re-upload this please? Thanks!

Seminole 07-24-10 09:38 AM

One thing I have discovered using the MFM Mod(with GWX) is that these ships are harder to bring down. I have to use two where normally one would do the job.

This may be due to the fact that I'm still early in the war when the torps are running 6.5 meters deeper than they are set for....which causes me to set running depth to 0 or risk undershooting.


I was playing MFM on 1.4b and there I could set the dephts to match the keel depth found in the Rec. manual. MFM ships were easier to sink in that senario.

Just something to watch for if you decide to used the MFM mod.


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