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-   -   magnetic?! (https://www.subsim.com/radioroom/showthread.php?t=117358)

ReallyDedPoet 06-29-07 11:39 AM

http://www.subsim.com/radioroom/imag...s/hangover.jpg

This one gets me every time :yep:

RDP

McBeck 06-29-07 12:27 PM

Quote:

Originally Posted by kv29
Whats going on with contact influence torpedos? All of them pass beneath the keel without detonating. Yes, I´ve tried multiple depth setting, and I follow them with the external cam. I saw many of them pass as near as 2 feets and nothing happens!

Is this a bug?

Dont cercumvent the filters.
Iv changed your Thread title

Horst Mikaelis 06-30-07 07:57 AM

Magnetics
 
I read through O'Kane's (Tang) patrol reports for mid-1944 and I noticed that he states that he fired the torpedoes at a depth setting between 10 and 15 feet, depending on the ship, and using the "Contact" detonator. And this was in 1944 after the torpedo problems were supposedly fixed. Apparently he still did not trust them. And O'Kane was what? Number one or number two?

I keep using ten feet with the contact exploder with success. After the 1.3 patch I'll try 'em again, but for now....

Horst.

OrlandoM3 06-30-07 10:46 AM

Mag. and Inf. were terrible in the early years. Just aim for the bottom 2/3rds on the ship and change to contact.

Nelarius 06-30-07 12:49 PM

Those Mark 14 torpedoes are really tricky. :88) I attacked a tanker in a convoy. In my first salvo, 3 detonated prematurely (I had selected contact) and the last one was a dud.

I turned around and fired my aft tubes: the first torp detonated right undernearth another merchant that had gotten in the way. I'm not sure if it detonated because of magnetic influence (I had selected contact) or if it just HAPPENED to prematurely detonate right underneath the merchant. :D Anyway, it broke the merchant's back. Nice run of luck.:arrgh!: I later managed to sink the tanker, but spent all of the rest of my torps in the process.


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