![]() |
Impact Vs Magnetic Detonation
Recently there has been a lot said against the use of magnetic detonation on torpedoes.
the biggest argument against being their ineffectiveness in riugh seas. Let's examine the problem. ALL torpedoes come with impact and magnetic pistols. Your only control is setting the depth at which the torpedo will run. Premature explosions occur when the torpeod broaches in rough seas. So the deeper the torpedo runs, the less chances for it to broach. Thus rough seas dictate the use of magnetics. I believe that most magnetic torpedoe failures occur due to the torpedo depth not being set deep enough. My rule of thumb is a depth of 1.5 meters below the keel. Anything less, in rough weather , could strike the hull of a heaving ship at an angle to the ship's skin which makes the impact detonator to fail. Even in the early days of the war, I found magnetics no worse than impacts. It's all a matter of proper depth. |
Mag torps have a high failure rate, even in calm seas.
|
All torps are mag torps, it's up to you to set how are they going to run and where they are going to explode, on impact or under the keel.
|
Torpedo Detonators
Quote:
I do not know the intricasies of magnetic detonators, but I imagine they work somewhat like a relay in which magnetic attraction between two contacts closes a switch to trigger detonation. Rather than an electricomaget in modern relays, the ferromagnetic metals of a ships hull disrupt the earth's magnetic field between two contacts to close the switch. Given the relative weakness of the earth's magnetic field at the surface, the contacts would have to be close to be sensitive enough. The vibrations resulting from a broaching torpedo might be enough to force the contacts to touch and close the circuit. In summary, the forces involved with a broaching torpedo may conceivably trigger either detonator. Because both are enabled with the magnetic setting, the only way to test for sure is to send eels at shallow depths with both settings to see if there's a difference.:know: |
All fine and dandy, but what about damage between impact and magnetic?
I find no difference between them, using roughly a benchmark for 1 torp per 5000 tons. But even then, I sometimes have to use 2 fish for a ship under 5000 tons. Magnetic is for exacting the most damage possible from a torpedo on a ship's hull, by exploding underneath the ship, thus forcing all explosive force into the keel of the ship, aimed at breaking it's back. This seldom happens for me, so I have to use 2 torps either way. I therefor tend to always use impact, only using magnetic when firing on ships with to great a deflectionangle to ensure an impact hit. Magnetic detonation under a hull should do more damage than impact detonation against a hull, but I don't see it all that much. |
Quote:
|
I used to swear blind by using magnetic pistol, mainly for the high shock effect with the insides of the target, mainly causing fuel bunkers to explode or damaging the engine. But with the use of the GWX mod and the like I have found the impact pistols are better mainly for the sinking effect. I would rather put a dirty great big hole in the side of the target and improving my odds of sinking the target.
So it's impact pistol for me. |
I prefer impacts unless I can't get a good angle on the target, then I'll use a magnetic, and a magnetic one for any destroyer dumb enough to follow me.......
|
Quote:
|
I'm getting a little confused here :hmm:
As far as I am aware you always have the choice to set depth, speed (steam only) and contact setting 'impact or magnetic' ....yes ? :know: |
Quote:
|
Quote:
|
Quote:
|
Quote:
|
You need to make that assessment yourself on each individual occasion (sea state, angle etc.) :arrgh!:
|
All times are GMT -5. The time now is 03:29 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.