Thread: Torpedo Bug
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Old 06-23-07, 10:07 AM   #15
SteamWake
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Quote:
Originally Posted by switch.dota
Quote:
Originally Posted by Mr.Elendig
Inmy experience, atleast in early war (havn't gotten to 43 yet) with the mark14 the contact/influense switch workd the oposite. I've had torps set to contact, detonate perfectly 3 feet under the keel of sips, and torps set to contact/influence pass 1 foot under without detonating
I'm pretty certain after some experiments that the dial works as a TOGGLE. The problem is that it doesn't accurately reflect the current setting. It seems to carry over from your last fired torpedo.

Example: 4 torpedo salvo, aimed directly 2 feet below a target's keel (assuming C/I dial not tampered with before):
Torpedo 1: switch shows C/I; flip it; it now shows C. Fire 1!
Torpedo 2: switch shows C/I; don't flip it. Fire 2!
Torpedo 3: siwtch shows C/I; flip it; it now shows C. Fire 3!
Torpedo 4: switch shows C/I; flip it; it now shows C. Fire 4!

Expected results:
Torpedo 1 set to Contact; will pass under the keel.
Torpedo 2 set to Contact/Influence; will detonate.
Torpedos 3&4 set to Contact; will both pass under the keel.

Results:
Torpedo 1 passes clean under the keel - expected.
Torpedo 2 passes clean under the keel - NOT EXPECTED.
Torpedo 3 detonates under keel - NOT EXPECTED.
Torpedo 4 passes clean under the keel - expected.

This happens to me in one particular scenario. I might do more testing if I'm not lazy.

So what's going on? Apparently the last C-C/I setting will carry over from either the last torpedo shot or the last torpedo shot from that one particular tube. This seems to be true for speed settings as well.
One thing to keep an eye on when conducting these tests is that the pistols/fuses have a nast tendency to reset themselves when your not looking

Im sue you checked them 'just before' launching but just a heads up.
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