SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter III
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-14-07, 04:49 PM   #1
Crazy Ian
Torpedoman
 
Join Date: Sep 2002
Location: UK
Posts: 115
Downloads: 10
Uploads: 0
Default Breaking the back..

I'm getting sick to the back teeth of these damn magnetic fuses!

What is the optimum depth setting to break the back of ships? It's driving me insane!
__________________
Make tubes 1 and 4 ready in all respects...
Crazy Ian is offline   Reply With Quote
Old 03-14-07, 04:57 PM   #2
Iron Budokan
Sea Lord
 
Join Date: Dec 2006
Location: Texas
Posts: 1,778
Downloads: 32
Uploads: 0
Default

I feel your pain. Despite some people who swear by 'em I've found mag fuses to be pretty near useless and of poor operational quality. Everything has to be darn near perfect: seas not too rough, perfect depth beneath the keel, they have to be working in the first place and not duds, they have to not prematurely detonate or detonate after they pass under the keel, etc. Hardly worth the effort.

I mainly stick with the contact fuses. Much less frustration.
__________________
"You will take on England wherever you find her ships, and you will break her power at sea." --Iron Coffins, Herbert A. Werner

http://kennethmarkhoover.com
Iron Budokan is offline   Reply With Quote
Old 03-14-07, 05:22 PM   #3
Rykaird
Weps
 
Join Date: Jan 2007
Posts: 356
Downloads: 36
Uploads: 0
Default

Maybe it's a GWX thing, but I get just as many one torpedo kills with impact pistols as magnetics. It isn't like magnetics break their back or blow them into a fireball but impacts only make them slowly flood.

But - magnetics fail to detonate a lot. Very sensitive to depth, and as the seas are rough most of the time in the North Atlantic, that works against them.

I now use magnetics ONLY for special purpose situations - for example, where the torpedo is likely going to arrive at the target at a funny angle and an impact would just bounce off. Or the target is already wounded and listing so heavily I don't have a flat surface to shoot at.

But for any sort of well planned, perpendicular to target setup, I use impacts 100% of the time.
Rykaird is offline   Reply With Quote
Old 03-14-07, 06:31 PM   #4
Brag
Navy Seal
 
Join Date: Nov 2006
Location: Docked on a Russian pond
Posts: 7,072
Downloads: 2
Uploads: 0
Default

Magnetics work well on short distances when the AOB is lousy. I can/t really complain (1941).
__________________
Espionage, adventure, suspense, are just a click away
Click here to look inside Brag's book:
Amazon.com: Kingmaker: Alexey Braguine: Books
Order Kingmaker here: http://www.subsim.com/store.html
For Tactics visit:http://www.freewebs.com/kielman/
Brag is offline   Reply With Quote
Old 03-14-07, 06:39 PM   #5
robbo180265
Admiral
 
Join Date: Oct 2006
Location: Brighton, England.Party capital of the south
Posts: 2,255
Downloads: 126
Uploads: 0
Default

That's how I use them - short distance. Don't get me wrong, I still get duds. But not enough to really put me off - yet.
robbo180265 is offline   Reply With Quote
Old 03-15-07, 12:09 AM   #6
Dantenoc
Captain
 
Join Date: Jan 2006
Location: Ensenada, B.C., Mexico
Posts: 504
Downloads: 0
Uploads: 0
Default

Impact pistol all the way ... I only use magnetics when the AoB is lousy, and I make it a very active point not to be ever caught out of position, and hence I never realy fire with a bad AoB.

magnetic pistols are supposed to be a captain's best friend: they allow you to shoot from the hip at any targetee and still score a hit, no matter what the angle or anything... but in practical use, it really does require a lot of things to go right for them to be of any use
Dantenoc is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:35 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.