I can probably get 2 out of 5 to hit, most time its 1 out of 5. There were problems with depth keeping in torpedoes that cause them to go deeper. There were a lot of problems with magnetic torpedoes, they could detonate early. This was based on ships wake or different magnetic fields around the globe. These triggers act differently in what ever ocean you operated in. Magnetics were so unreliable that it was restricted to use them after so many failures.
So you mods are probably OK.
Quote:
Originally Posted by shunter101
Hello:
I have never been able to get the magnetic detonators to work, ever. To test the magnetic detonators I use “Shooting Range single mission” by Arclight, which has 4 stationary targets. I set the depth of the torpedo to 1 meter under the ship and shoot using the slow speed and the magnetic detonator setting. The result is the torpedo swims under the keel without detonation. For these test I do use the external view and watch the torpedo to ensure the correct depth and speed. My mod list is below and I have TDW’s Generic Patcher installed with the correct settings. Any suggestions would be appreciated.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 8.c Wave Mechanics - Hurricane
FX_Update_0_0_21_ByTheDarkWraith
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_gap_Sextant_Mask_No_Eye_Reflectio n
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_Inertia_Damage
Sub_Exhaust_1_0_5_byTheDarkWraith
TDW_Ship_Inertia_1_1_0
Critical hits 1.1 Torpedos
sobers best ever fog V25 SH5
New Torpedoes Explosion - FX Update add-on
FX Update torpedoes - MagDet range 3m (modified for torpedoes failure patches)
Thanks,
SHunter
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