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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. |
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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. |
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. |
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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? |
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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: |
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.
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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 ?
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http://articles.latimes.com/2010/may...-boat-20100520 Happened in March. Steve |
OK cheers jimb :up:
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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: |
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Can you re-upload this please? Thanks! |
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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