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magnetic?!
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? |
Only works on metal targets. :D
You won't blow a Junk outta the water with any torp. |
There was some stuff on torpedoes here:
http://www.subsim.com/radioroom/show...uence+torpedos Might be something in there:yep: RDP |
I did use the search, but apparently I missed that post, thanks for the link :up:
Im off to make some more tests. |
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See this post:
http://www.subsim.com/radioroom/show...2&postcount=42 He doesn't say what year it is, but it seems to indicate that magentic exploders don't work at all. Specifically, it seems magnetic exploders explode at the same depth as contact exploders, and not any deeper, which means they just plain don't work. |
I've had them work. I think its the TDC that has trouble converting some drafts from Metric to imperial units. Mogami (sank three with magnetic detonators) Imperial, same game, small passenger carrier metric (magnetic worked after setting the detonators to the metric depth.).
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I'm no expert in the field, but as far as I've understood the mk14 torps magnetic detonators was so flawed that more often than not they were actually disabled by the submarine crew.
A contact hit is way better than a premature detonation, or even worse, no detonation when at (or rather, under the) target :) Whether this is a bug or feature I do not know. In my career, I'm in early '44 and the magnetic detonators should be more reliable. I have at least experienced far fewer premature detonations now at this advanced stage of the war than I did in the early parts (read '42 to mid '43). To the point that I actually think the mk14 is quite reliable and my fish of choice. I've not tried under the keel shots though at this stage. I got so miffed at all the malfunctions in the early war years, that I got used to going for contact only. I will try it out though on my next patrol. I loved under the keel shots in SH3. One fish was usually enough on most targets. With contact I need to expend at least two fishes on any given target of medium or greater size. A fish saved, is another 5k-10k tonnage sunk just waiting to happen :D |
Mag detonator works all right. Any torpedo properly set to detonate magnetically that passes less than a torpedo's diameter from any ship's keel will go boom.
However I've seen some torpedo tests that suggest visuals might not be extremely accurate, so indeed the mag exploder might not be workign at all. |
Just imagine how frustrated the skippers were in real life :know:
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RDP |
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Well, that's what happened to them.:dead: |
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uuupss, I meant a 2 meters radius would not be bad. What was the magnetic detection radius? In real life I mean.
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I'm not sure about the actual sensitivity radius, but that's one of the problems with any such device: if it's not sensitive enough you get non-detonations; if it's too sensitive you get way too many pre-dets.
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just use contact detonators and forget the magnetic ones. They work sometimes but at most they dont. Even when they work they are not modeled correctly. They are not doing much more damage as they should. Ive been reading that real magnetic torpedoes are best set 5-7 meters below the keel and not just 2 or 3 feets.
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What confuses me is that I see two settings
1.) Contact 2.) Contact/Influence I almost always use setting no 2 with good results. In other words I dont bother with changing it. If it impacts it detonates. Ive even pulled off a couple of 'beneath the keel' detonations. Im very confused about all this discussion. |
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