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Old 01-10-09, 06:24 AM   #4
TorpedoMo
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Join Date: Sep 2008
Posts: 108
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Hey!

Quote:
So if you set the arming distance to "0", will it detonate as soon as it is laid?
As i know, the arming distance can not be changed. Hardcoded. Also that was my idea when I tried to get a playable mine. And if the mine should explode by magnet, it would detonate immediately - or can input a time delay - which I guess also is not possible.

I think the option you mentioned that the mine travels lets say 1m and takes 15min to make the distance woulb de great. So, maybe anyone else can manage to reduce the min. arming distance.

Quote:
Would TMB ground mines be easier to mod? 1) There is no cable. 2) If you can make them hit the bottom and stop but not detonate (maybe possible with magnetic or acoustic detonators?) there is no problem with drift and minelaying in very shallow water/harbours becomes an option.
Thats the other option which should be tried. Keep the arming distance, set the speed to value that the mine needs about 15mins to travel and arms after
completing the distance, sinks to ground, KEEPS functional and detonates by magnet.
Its not perfect, but you even could lay functional mines. And If you know it travels
a 300m metres distance you have to make a measurement on your chart so you know where it drops down. no problem.
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