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Old 03-11-06, 08:44 PM   #4
Maui
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Join Date: Mar 2006
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Quote:
Originally Posted by booger2005
1) AFAIK, it doesn't increase the chances of torpedo failre at all.
Thanks for the response. Teddy's damage mod preview #3 is what let me to believe the torps had a higher failure rate with the mod:

I would have preferred to be able to raise the premature detonation rate to 80% compensate for the many issues associated with this pistol, but I cannot. As such, I have implemented through various means the net effect of the above.
http://www.simhq.com/cgi-bin/ultimat...f=129&t=001482

But if "various means" doesn't mean more torps that fail, cool.

Also, one more question about the critical hits: I have generally been setting my torps to run about .5 to 1.0 meters under keel on magnetic (paranoid of setting it too deep). On a couple occasions I have hit a C2 under the bridge on this setting and had it split in half. I assume these were critical chance kills? If so does that mean the torps hit the keel after all? In that same preview Teddy states:

I will reiterate, for a Critical Chance to occur, the torpedo must impact the compartment. This is a SHIII game engine design.

An impact hit on the keel has a 50% chance of being critical. A non critical impact hit upon the keel, or a magnetic explosion under the keel, will damage the ship in a normal way.
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