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Magnetic Detonation
:salute: Sailors! Just wanna ask does Magnetic detonation settings on torpedoes work? Because i set torpedo depth ~1m under keel and they just slide over with none magnetic detonation effect? :hmmm:
So does Magnetic Detonation works in this game? :06: |
I am pretty sure the TDW patcher has this as a patch. :hmm2:
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Yeah i was thinking too but i have TDW_GenericPatcher_v_1_0_149_0 and all Torpedoes fixes enabled, still magnetic detonators just slides under ship keels... :dead:
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:salute: gap. I have no idea which are GR2 ships and which are OH's dat ships, but as i said i havent any luck seeing Magnetic Detonators to work as they should, is there a specific settings for torpedoes to use with Magnetic detonators i just don't know.. just slides under the keel of merchants without any effect.
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Besides unit format, there are other factors which might affect various torpedo failures, including magnetic detonation failures. Have you enabled TDW's torpedo failure patch? What depth under the keel are you setting your torpedoes to? :salute: |
Which one i should be using? There are 4 of them, been using this one FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
As for torpedo depth ~1m below keel. |
Actually the trick is to set the torp high.
Historically from what I have read is Magnetic detonation failed due to eels running too DEEP, and so they were set at either impact, or the depth was set higher than the keel, and the torpedo would run just a little under the target and work properly. But the Magnetic detonations were buggy, resulting in a radio order to use impact only.
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Yeah, because of just how finicky they are, I tend to use them only in windspeed of 3 or under, and I set their depth at about 2 meters above the keel. That way even if they run deep, they're still exploding deeper than you can set a contact fuse
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make sure you use the slow speed setting on the torpedo.
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