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Old 09-19-07, 05:13 PM   #7
ciphrix
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Join Date: Sep 2002
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Quote:
Originally Posted by switch.dota
First of, the Contact / Contact-influence switch in-game does NOT work. I.e. it does absolutely nothing, no matter how many times you flip it. Torpedoes fired prior to mid 1943 use magnetic detonation while those fired after mid 1943 use contact detonation.

The AI doesn't acknowledge neither torpedo wakes nor prematurely-detonated torpedoes (i.e. it doesn't see and/or react to them).

You did, however, make a fatal mistake during the attack: you did not account for keel depths. A Kongo has a very deep keel compared to a destroyer, so setting the torpedoes 3m (9feet) deeper than the DD's keel would've given you a pretty good chance for the torps to slip right underneath the DD without detonating.
Ah ok, but I was wondering

The Torp setting for contact vs contact/influence having no effect, is that a bug in the game or is that historically accurate?

The AI dosnt notice a premature detonation? or Torp wakes? for such a good game, this seems like kind of a big oversight by the developers?

Yeah, usually if I see that there is a chance another ship would block my torps, I set them to run deeper and try and get them under the first ship, however in this case when I was lining up my shot, there didnt seem to be a risk of that. And apparently the torps always tend to run deeper then the depth u set (or so I was told), so I try not play around with the setting if I can.
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