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Old 07-14-07, 10:11 PM   #4
GoldenRivet
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good work Brag

i'd like to add something though:

Determining the best running depth for under keel detonations can be difficult for beginners - especially in anything other than calm seas. so you might have some newbies end up passing two or three torpedoes too deep under a target that could have otherwise been killed with one impact shot.

also, in my experience magnetic torpedoes - especially early in the war are prone to premature detonation.

I think the best way to "mythbust" the torpedo question is to test both types of torpedoes on each class of merchant: for example

build a mission where every hour a specific type of merchant passes a known point repeatedly. Use only magnetic torpedoes and record sinking times for each ship. This will reveal an average sinking time for say - a large cargo - using magnetic pistols.

using the same mission again, only this time use only impact pistols 3 meters below the water line... record sinking times for each passing ship. This will reveal the average sinking time for that type of ship using impact pistols.

repeat the process for each class of merchant most frequently encountered in the game. You might find that each type of ship is better attacked using a different pistol method.

you could then publish your findings in the following format

Ship Type ---- avg Impact sink time ---- avg Magnetic sink time

Large Cargo ---- 9 min ---- 6 min

Medium Cargo ---- 5 min ---- 12 min

Large Tanker ---- 19 min ---- 7 min

Whale Factory ---- 1 min ---- 3 min


just as an example

also be aware the in some cases you may hit the bow of a pyro ammo ship with an impact trigger and get massive secondaries that obliterate the ship... when a magnetic trigger may have only caused a fire on deck and a slight list to one side
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