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Old 02-15-14, 09:23 AM   #1
RussaX37
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Torpedos pistol I/M

I know there is many repeating questions but I didn't find correct answers.
So if we are talking about impact torpedos which need to hit target to detonate the other one magnetic dont need to hit target so it can go even below the boat to detonate.
My question is what is the maindifference and when is which good to use so let's talk about positive and negative sides because with magnetic torpedos I got many problems with hitting target on angle so it just repel and dont explode but infact angle is like 40 degree which is not that bad.
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Old 02-15-14, 09:55 AM   #2
u crank
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A magnetic pistol on a torpedo allows the torpedo to detonate underneath the ship, instead on impact on the side of the ship. As an explosion underneath a ship is contained between water and the ship, far more damage will be done to the ship. The explosion will lift the ship out of the water and may break the back of the ship, splitting it in two. Any hole created by the explosion will be on the bottom, causing more flooding. In the game you need to set depth of torpedo to go just under keel of target for maximum effect. Easy to do in calm seas, harder in rough seas. The ship may be too high when the torpedo passes under it. Also it has been my experience that in rough seas, magnetic torps will explode prematurely. On the other hand, when the angle that the torpedo hits the target is considerably greater than 90 deg. a magnetic set at the impact depth may be effective whereas a impact fuse may just bounce off.

Of course in real life things were more complicated. Interesting article on German torpedo problems in WW2.

http://uboat.net/articles/?article=23

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Old 02-15-14, 10:57 AM   #3
RussaX37
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Originally Posted by u crank View Post
A magnetic pistol on a torpedo allows the torpedo to detonate underneath the ship, instead on impact on the side of the ship. As an explosion underneath a ship is contained between water and the ship, far more damage will be done to the ship. The explosion will lift the ship out of the water and may break the back of the ship, splitting it in two. Any hole created by the explosion will be on the bottom, causing more flooding. In the game you need to set depth of torpedo to go just under keel of target for maximum effect. Easy to do in calm seas, harder in rough seas. The ship may be too high when the torpedo passes under it. Also it has been my experience that in rough seas, magnetic torps will explode prematurely. On the other hand, when the angle that the torpedo hits the target is considerably greater than 90 deg. a magnetic set at the impact depth may be effective whereas a impact fuse may just bounce off.

Of course in real life things were more complicated. Interesting article on German torpedo problems in WW2.

http://uboat.net/articles/?article=23

Yeah in real life was everything a lot more harder and important thing is that you have only one chance, no replay mission like in game

All that can be tested in tutorial part of game but I'm lazy to do it.

Yeah I findout that if you hit as low as possible boat will flood harder I see difference even from time needed to sink. But how much tollerance have that magnetic one to go low but to not miss boat and not explode?
I findout that in rough water magnetic can explode anytime after fire.
But also it's advantage if air steamed torpedo is running deeper because it takes more time for bubbles to go on surface giving enemy lower chance to see it and escape.

For now I'm trying to use impact torpedos even in calm water whenever angle is under 50.

Also when firing torpedo is important go very slow and not do any changing direction even with automatic aiming to no miss the boat
This is important rule for not skilled players.
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Old 02-15-14, 11:51 AM   #4
Kielhauler1961
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Apart from the bigger bang with using a magnetic pistol u crank gives above, it also allows you to shoot from any angle, not just the 70-90* required by impacts.

It is very satisfying shooting from astern and watching the torpedo travel the whole length of the target before exploding and blowing the bows off. As the target sinks she "waves" her propellers at you.

However, when using mags in rough seas it is best practice to shoot at 90*, aimed slap at the middle of the target. The ship will be pitching up and down but the centre will maintain a more or less constant depth.

I normally set my mags to ~0.4m to 0.8m depending on sea state and size (signature) of target and torpedo speed. Trial and error for the most part.

KH
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Old 02-15-14, 12:01 PM   #5
RussaX37
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Originally Posted by Kielhauler1961 View Post
Apart from the bigger bang with using a magnetic pistol u crank gives above, it also allows you to shoot from any angle, not just the 70-90* required by impacts.

It is very satisfying shooting from astern and watching the torpedo travel the whole length of the target before exploding and blowing the bows off. As the target sinks she "waves" her propellers at you.

However, when using mags in rough seas it is best practice to shoot at 90*, aimed slap at the middle of the target. The ship will be pitching up and down but the centre will maintain a more or less constant depth.

I normally set my mags to ~0.4m to 0.8m depending on sea state and size (signature) of target and torpedo speed. Trial and error for the most part.

KH
I had some bad experience with magnetic failing to blow on 45degree angle. Maybe I need some more practice
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Old 02-15-14, 01:30 PM   #6
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In game, magnetic torpedoes usually will not prematurely detonate inside of 1000 meters.

There is always the chance of a dud at any range, at any angle, if you have dud torpedoes checked.

I generally reserve magnetic torpedoes for pursuing escorts.

Steve
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Old 02-15-14, 06:35 PM   #7
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Quote:
Originally Posted by maillemaker View Post
In game, magnetic torpedoes usually will not prematurely detonate inside of 1000 meters.

There is always the chance of a dud at any range, at any angle, if you have dud torpedoes checked.

I generally reserve magnetic torpedoes for pursuing escorts.

Steve
Magnetic torpedo fired from the aft tube, 5m running depth, fast, 0 gyro angle

GAME OVER
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Old 02-15-14, 07:14 PM   #8
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Quote:
Originally Posted by Tonnage_Ace View Post
Magnetic torpedo fired from the aft tube, 5m running depth, fast, 0 gyro angle

GAME OVER
I'm guessing you mean "game over" for the escort, right?
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Old 02-15-14, 07:35 PM   #9
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Originally Posted by GreyBeard View Post
I'm guessing you mean "game over" for the escort, right?


I'm thinking about that I need to try to sink all escorts of convoy and then make fun of the convoy until I have any ammo
but also surfacing in the middle of the convoy is a big fun because when escorts from the outside of the convoy start to shot on merchants sounds like fun
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Old 02-15-14, 11:26 PM   #10
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but also surfacing in the middle of the convoy is a big fun because when escorts from the outside of the convoy start to shot on merchants sounds like fun
I have been known to sail beside an unarmed ship in a convoy while reloading torpedoes or whatever and letting it shield me from enemy fire. It is fun to watch them shell the friendly ship.

Steve
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