Quote:
Originally Posted by NefariousKoel
Quote:
Originally Posted by Simets
Quote:
Originally Posted by NefariousKoel
Someone mentioned putting 2 quick ones on Contact fuses right in the center usually gets something good and blow'd up. I've had it work well for me when I'm quick on firing both tubes on Contact fuses.
Of course duds, or semi-duds as this game seems to have, can ruin your day if they explode too early (magnetic) or bounce off. I've been setting torpedo depth between 5 and 10 feet on contact normally due to variation in torpedo run depth (as all were historically a problem with mk 14s).
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What exactly is "Contact fuse"? Is that the part of the ship where the engine is?
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The fuse is on the head of a torpedo. It's what triggers it to explode.
It's the top right switch above the torpedo settings pull-out menu. It says Contact or Influence and you want to switch each torpedo from the default Influence over to Contact before firing each torpedo. If you wait too long it'll reset itself to Influence (magnetic). The american magnetic detonators on the torpedoes were way too touchy and mine often explode before getting close enough to cause damage.
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Right. Sorry stupid question. I'm familiar with this (played SHII and III) but I interpreted your post wrong. Now I get it. Thanks a lot man.