02-02-08, 11:59 PM
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#588
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The Old Man 
Join Date: Jan 2007
Posts: 1,441
Downloads: 234
Uploads: 0
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Quote:
Originally Posted by WernerSobe
Quote:
Originally Posted by Capt Jack Harkness
Quote:
Originally Posted by Wilcke
Hi Werner,
So far I have shot 50 mag influence torps with no failures.
Have shot about 25 torps set to impact, only 1 dud.
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Well, as far as I remember, the magnetic detonators failed all the time up until at least 1943 (plenty of prematures and duds, as well as a few circle runners) and contact torps suffered plenty of prematures, too, because the mag detonators would set them off even when disabled. They also had plenty of trouble maintaining depth up until mid '43-44 (torps ran an average of 10-15 feet deeper than they were set).
Though, admittedly, it is more fun to shoot with weapons that work, the frustration of failed torpedoes is definitely a realism factor. I know Wahoo (among countless others) experienced a good handful of torpedo failures during her patrols, including one that inadvertently launched into a closed outer door!
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well from the game design view magnetic exploders cannot fail. There is no dud chance for them. There is however torpedo depth keeping problem. The chance to have a deep runner is at 70% and it can vary between 0.5 and 3 meters (9feet). Thats quite a lot and i have exprienced that over half of my influence torpedoes passed underneath the target in test campaign. Once i fired all 6 tubes and all were deep runners.
but anyway if you think its still to strong we can increase the depth keeping failure range.
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Werner,
Don't change anything yet. I am testing in the single mission setup. Going to try a career next and see what happens.
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