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-   -   Mag. Pistol Torps?? (https://www.subsim.com/radioroom/showthread.php?t=191389)

blkdimnd 01-10-12 11:24 PM

Mag. Pistol Torps??
 
Just wondering if anyone has been trying to get the Mag. Pistol working for the torpedoes?

I saw a post a few weeks ago saying that someone found some new info. on them. (They work on old imported ship models, but not the new ones)

I'd help, but have no clue about modding. :doh:

Sirkam 01-11-12 02:20 PM

Well.. the magnetic pistol works for me (at least in my last historical mission: PQ-17 Convoy). I launched a salvo of two torpedoes aiming to a C1-B Cargo and set the deep of the topedoes to the keel depth of the ship, and both detonated below that ship, sending she to the bottom.

Hinrich Schwab 01-11-12 10:38 PM

I haven't had any problems with the Mag. pistols. In all honesty, even without the skill to reduce dud chances, the game is very generous with successful torpedo detonations, regardless of pistol. I finished a SHIII patrol a few days ago and found out the hard way how easy it is to be spoiled by SH5. If there is an issue with torpedoes it is that the successful detonation rate is actually too high. Historically, the Germans had all kinds of problems with the torpedoes. Specifically, the Mag triggers were faulty, especially in high latitudes. Likewise, premature detonation was a problem in rough seas. The impact trigger would also jam unless struck as close to a 90 degree angle as practicable.

Michael13 01-12-12 03:37 AM

Just tried on TDW UI Tutorial, 4 torpedoes (one is TII, all on slow speed) with magnetic pistol, 1.2 to 0.2 meters below keel. All passed right under ship, no explosions.
But, I'm not sure, I used it in one of my patrols to sink escort ship with TII torpedo and it did work.
Also I heard magnetic pistol works fine on any of OHII new ships.

May be there some kind of property in ships files how it influences on torpedo's pistol? To not be able to sink wooden fishing boats with it. But may be it's broken...

Hinrich Schwab 01-12-12 04:07 AM

I just tested it myself in the same stage and confirmed what you reported. However, the AOB when one engages that pokey Liberty Cargo is pretty shallow (~20-25deg Port) What was the AOB on the escort your mag triggers struck? I suspect it was closer to 90 deg.

Michael13 01-12-12 04:23 AM

It was 90 in both cases...

Rongel 01-12-12 04:27 AM

Quote:

Originally Posted by Schwartzritter (Post 1819845)
I just tested it myself in the same stage and confirmed what you reported. However, the AOB when one engages that pokey Liberty Cargo is pretty shallow (~20-25deg Port) What was the AOB on the escort your mag triggers struck? I suspect it was closer to 90 deg.


I have wasted a lot of time figuring out the torpedo malfunctions in SH 5... As far as I know, the basic situation is that impact torpedoes don't cause duds, and magnetic detonation isn't working. Magnetic pistol torpedoes should travel 1-1.5 meters below the ships keel, and never touch the actual ship. Magnetic torpedoes do explode prematurely, but as most people don't use them, you won't see it happen.

With the new imported ships, magnetic pistols are working and so are the duds. I tested this by putting redicolously high malfunction values and, yes, I got duds more than I asked. Magnetic torpedoes travel nicely below the ship and then explode.

I believe it's possible to get a dud in unmodded stock SH 5 too, but I think I have seen it only once. No idea what caused it, certainly not the dud-values in torpedo settings. It's also possible that some magnetic pistol torpedoes explode in stock SH 5 because they actually hit the ship. That may look like it's working, but it's not.

Michael13 01-12-12 06:25 AM

Quote:

Originally Posted by Rongel (Post 1819854)
With the new imported ships, magnetic pistols are working and so are the duds.

So we need mod which changes old ones, if it's possible.

Otto Ites 01-12-12 08:28 AM

hey everybody,

i had the same prob yesterday, i wanted to torp a merchant( ~8000 t) with a 2 torp salvo. both of them did not explode.

the day before i torped a merchant( ~4000t) with magnetic pistol and it exploded right under the keel...

in both cases i set the deth 0,8 m under keel deth.

it is very confusing to me.:06:

6 months ago i had read something about to change some values in each sim file(not really sure about that type of file) and then it should work,but i'm not sure about that:hmmm:

:salute:

Trevally. 01-12-12 12:19 PM

Hi Guys:salute:

Message from BdU
Remember that as well as the problems talked about above - all torps run 1m deeper than set depth
BdU out

So if testing for a keel shot - set 1m higher.
See here for more info http://www.subsim.com/radioroom/show...59&postcount=2

:up:

vlad29 01-12-12 03:59 PM

Quote:

Originally Posted by Trevally. (Post 1820011)
Hi Guys:salute:

Message from BdU
Remember that as well as the problems talked about above - all torps run 1m deeper than set depth
BdU out

So if testing for a keel shot - set 1m higher.
See here for more info http://www.subsim.com/radioroom/show...59&postcount=2

:up:

Ye-e-h, I had this message in my box, thank you BdU-Trevally:D
Also can note that when setting torpedo depth parameters for mag.pist weather conditions (wave height first of all) must be considered as well.
That issue also was accounted in SHIII:yep:

Michael13 01-12-12 05:06 PM

Hm... hm.. hm.. did 6 more tests on Liberty Cargo (draft 8.2 meters) at TDW Torp Tutorial.

1. Torpedoes on 8.3, 7.8, 7.5 and 7.3 meters. First 3 passed under ship, 4th just hit hull and exploded.

And then started to happen strange things, torpedoes ran right where they was set:

2. Torpedoes on 7.8, 7.6, 7.5 and 7.4 - all hit hull.
3. Torpedoes on 8.2, 7.8, 7.5, 7.3 - all hit hull.
4. Torpedoes on 8.4, 7.8, 7.4, 8.4 - first and last passed under ship, 2,3 - hit in hull.
5. Torpedoes on 8.4, 8.3, 7.8, 7.5 - 1,2 passed, 3,4 hit.

Exit to Windows, launch game, 6th try:

6. 8.4, 7.9, 7.8, 7.5 - 1 passed, 3-4 hit hull.

Torpedoes hit ship exactly at 90 degrees (was shooting at bearing ~10 to get 0 gyroangle). Range 1400 meters. Speed of Liberty Cargo was 6 knots in 1st try and 5 knots in others.
In 2-5 cases i was on VIIB and first torpedo was TII (electric, second tube in game). 1 and 6 - VIIC boat. In 1-5 cases speed was set to slow, in 6th - medium.

So, magnetic pistol don't work on Liberty Cargo for sure. At least in this mission.

And still don't know why torpedoes ran on set depth after 1st try? :hmmm:

TheDarkWraith 01-12-12 05:09 PM

Quote:

Originally Posted by Michael13 (Post 1820216)
So, magnetic pistol don't work on Liberty Cargo for sure. At least in this mission. And torpedoes run on set depth after reload? :hmmm:

Magnetic pistols will not work on any ship that comes from a GR2 file.

blkdimnd 01-12-12 06:27 PM

Quote:

Originally Posted by Trevally. (Post 1820011)
Hi Guys:salute:

Message from BdU
Remember that as well as the problems talked about above - all torps run 1m deeper than set depth
BdU out

So if testing for a keel shot - set 1m higher.
See here for more info http://www.subsim.com/radioroom/show...59&postcount=2

:up:

This, I did not know. Thanks for the info Trevally!
Love your tutorial scrips by the way.

blkdimnd 01-12-12 06:28 PM

Quote:

Originally Posted by TheDarkWraith (Post 1820221)
Magnetic pistols will not work on any ship that comes from a GR2 file.

Is there an easy way to figure out if the ship info is comming from a GR2 file while in game?


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