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Old 02-04-08, 05:15 PM   #613
WernerSobe
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Join Date: Jul 2006
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Quote:
Originally Posted by Galanti
Thanks for the explanation Wernersobe! But what about contact shots that run too deep and hit this keel zone?

All my ships so far were sunk from one convoy,( Jan '42 in the Macassar strights, RSRD ) so it's certainly possible they were all carrying ammo. I'll run some tests tonight on ships I know have no cargo using contact pistols.

But if I find I'm still blowing up ships and surrounding ships with one fish then I think I'm going to set the keel cargo to none after all. My reason being is that everything I've read indicates the magnetic exploders rarely, if ever, functioned, in the PTO. I'm quite content to sink ships by punching big holes in them with contact fuzing, and if I lose the ability to break them in half with one hit, oh well.
Well if they run too deep they will not explode. The ammo zone is not "inside" the ship its outside and its a "ghostzone" it will not trigger a contact detonator. The ammo zone starts 15 feet below the "real" 3dModel and extends to about 30 feet.

Anyway. Let me know the results of your tests. Seems like its only you who have that problem. When running your tests, please deactivate duds (this will also make sure torpedoes run at correct depth) and if it happens again send me the mission where it happens so i can check if it is realy a local problem or a bug.
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