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Torpedo Problems?
I was looking around and quite a few people are complaining 'My torp just glanced off the ship and didn't go off' or ' why did my torp go off too early' well i'm gonna put this here so you people can find out at a glance.
Magnetic Pistol Torp Running Depths You will find that weather affects the running depth of your torpedo greatly. These calculations will ONLY work with Magnetic Torpedos If its calm (0-3m/s winds) set your torpedo to run 0.5 metres under the keel depth. I found that this depth is perfect for this weather. If its overcast and slightly windy (4-8m/s winds) set your torp to run 1 metre under the keel of the target ship. If there are heavy winds (9+m/s winds) torp firing can be quite difficult at this time, if the target ship hits a wave, its keel depth will radically rise or fall accordingly. when making these attacks i am usually directly infront or behind my target (better accuracy and hitrate, i've found) Impact Pistol Torp Running Depth The main thing about this is make sure you're at a right angle to your target (no less than 60degrees and no more than 120degrees [if you are less or more that 60/120 use a magnetic torp and follow the above instructions accordingly]) once lined up put in the data (or have the weapons officer do it automatically) set the torp to impact AT NO MORE THAT ABOUT 6 METRES UNDER THE TARGET SHIPS KEEL also, dependant on the keel size of the ship, adjust accordingly FAQ's Q: 'My Torpedo glanced off the ship but didn't blow' A: You should have used a magnetic pistol, your angle of attack was too small or too large ( 60/120 degrees, remember? ) Also this can be caused due to duds. Also torpedos have a minimum run length before the torpedo is armed, it's around 300 meters but i've heard of people hitting from 250m + so experiment, the acoustic torpedos need 400 meters before their acoustic guidance is activated. (ty Fishmachine) Q: 'My Torp went under the ship, but didn't go off' A: Either this was caused because the run depth was too deep, the ship hit a wave and the torp went under it or alternatively the torp pistol malfunctioned, this was said to be more regular in the northern regions. but remember if firing under the ship use a magnetic pistol (ty fishmachine) Q: ' My Torp blew too early ' A: This is a problem mainly with magnetic torpedo's, it malfunctioned and blew up, load/fire another and forget about it Q: 'My crew is in the torpedo bays but they aren't loading' A: Check the green bar at the top of the torpedo bays, if its less than about 25% you'l need more manpower, may i suggest that you have a torpedo officer. Another reason may be that you are still rigged for silent running, many a captain have been caught out with silent running, dont become another statistic. There is also an auto-load checkbox in the top left hand corner of the reload screen (access the reload screen by pressing the 'U' key (default) (ty fishmachine) Any other question, post them here and they should get answered. Hope i've helped all you up and coming sea wolves and maybe some of you older sea hands too. |
Re: Torpedo Problems?
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He probably meant that you shouldnt set it deeper than 6m.
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I was bribed to make this a sticky.
So please keep adding info and improving this thread. |
Q: When may I best use magnetic torps?
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lol!
well when your angle of attack is too steep or shallow, if its angle on the bow is less than sixty or more than 120 degrees |
I was also thinking weather-related, if one should fire two at a time, such things. For adding to the list. :D
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a spead fire is a good way to knock down.. well anything, but yes dependant on the weather use a magnetic pistol, spread magnetics are particularly dangerous :) (mind you, most torpedo's are :P )
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Re: Torpedo Problems?
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Darn, happened to me a few times. Perfect shot, two torps right under the keel and... oh well, it's not worth mentioning. Quote:
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ive had magnetic set torps glance off aswell if coming in at a sharp angle.. in fact ive had 2 fish do it IN A ROW on the same ship one right after the other.... this makes absolutly no sense whatsoever as far as i can tell.. shouldent the angle make no difference if you are using magnetic as long as you get close enough for the sensor to detect the ship?
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In the game every hard hit at steep angle means immediate torpedo malfunction. I'd love to see my torpedo bounced off and changing course in random direction after a dud, but it only happens when the torpedo hits at very low speed (eg. homing torpedo in a run after very fast moving destroyer). I wonder what was the reality? The electric torpedo batteries could shatter after a hard hit and immobilize the torpedo due to shortcut, but the steamers should just bounce off and continue to run. |
OooooOOOOH! SWITCHES POLARITY! :huh:
Now THAT'S an eyewidener! And, general enlightener! :arrgh!: |
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The magnetic field of the ship doesn't switch it's polarity (as it's vertical). But for the torpedo the relative magnetic field polarity suddenly changes when it passes uderneath the ship from (e.g.) N in front to S in back to S in front and N in back. This caused rapid magnetic needle movement which ignited the magnetic detonator. In the early years of war the magnetic pistons suffered from non-calibrated magnetic needle malfunctions. It was either too dull which caused misfires, or too sensitive which caused early detonation in rough seas or too far from the ship, or fooled completely in northern seas due to earth magnetic pole proximity. And now, if I'd write that in the first place, would it be much clearer? :arrgh!: EDIT: What did I do to deserve such avatar? :hulk: |
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