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Old 05-26-07, 07:59 AM   #1
Brogie
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Default new player, noob questions

My 1st question is, whats best to use, magnetic toprs one ones that explode on impact, and how do you use magnetic ones properly?

also is there a minimum range for torpedoes?...is there a stats table for torpedoes anywhere? min range max range etc?

and some times i am allowed to select where to hit the enemy ship in the ship id book thing. But its not always available, is there a certain position/range/weather/depth you have to be in on or some thing u have to do that i am missing?

all help would be appreciated

cheers
Aspiring u-boat cpt Brogie
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Old 05-26-07, 08:07 AM   #2
Brag
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Welcome to our nest of glorious ruffians!
First and easiest answer--300 meters to arm torpedoes. You will find the answers to the rest in the GWX manual. You will also find useful a visit to my webbie. Happy hunting, Herr Kaleun.
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Old 05-26-07, 08:14 AM   #3
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First of all Welcome to SubSim

Quote:
Originally Posted by Brogie
My 1st question is, whats best to use, magnetic toprs one ones that explode on impact, and how do you use magnetic ones properly?
Torpedoes with impact pistols explode on impact with the target. To have maximum effect try to hit for the "flat" part of the hull (i.e. not too close to the keel). Torpedoes with magenic pistols explode via disturbance of the magnetic field. To use them to their full potential set the running depth 0.5-1.5 meters UNDER the keel depth. A word of caution here: In the initial stages of the war magetic pistols are very unreliable so until 1941-42 try to use impact pistols. After that they both do their job properly. Also remember that in bad weather conditions magnetic pistols might cause premature detonations.

Quote:
Originally Posted by Brogie
also is there a minimum range for torpedoes?...is there a stats table for torpedoes anywhere? min range max range etc?
The minimum arming range for torpedoes is 300-400m. The maximum range is about 5Km if I remember correctly.

Quote:
Originally Posted by Brogie
and some times i am allowed to select where to hit the enemy ship in the ship id book thing. But its not always available, is there a certain position/range/weather/depth you have to be in on or some thing u have to do that i am missing?
To aim via the ID Manual has to do with the Full Vulnerability Mod. Some ships are entered and some other haven't. It has nothing to do with weather or depth. I don't know any more about it as I aim without the use of the ID Manual but if I'm wrong someone should come up and correct me.
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Old 05-26-07, 10:15 AM   #4
UnterseeBoogeyMan
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[quote=melnibonian] A word of caution here: In the initial stages of the war magetic pistols are very unreliable so until 1941-42 try to use impact pistols. After that they both do their job properly. Also remember that in bad weather conditions magnetic pistols might cause premature detonations.

I read on the weapons page while your in port about the torpedoes. The description said for the torpedoes said the magnetic torpedoes had issues with depth-keeping and that the Germans solved this after the Norwegian campaign. So even after Narvick, you'r saying hold off until 41? I just want to clear that up, becuase I'm in '39 now and can't wait to get magnetics when they're reliable, but if I can shave some months off the time I need to wait, and still have success, I'll do it.
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Old 05-26-07, 12:49 PM   #5
_Seth_
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Welcome aboard, matey!
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Old 05-26-07, 01:08 PM   #6
Jimbuna
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Welcome aboard kaleun Brogie

Impacts till at least Jan 42 (as in RL) and 300 metres to arm (400) for acoustics
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Old 05-26-07, 05:25 PM   #7
von Zelda
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Default Problem torpedo pistols

All German torpedos (the T1, G7a and the T2, G7e; with or without the magnetic pistol) had problems with depth-keeping for several years after the Norway invasion. The depth keeping mechanism was found to leak and not be properly pressurised. The mechanism's pressure was affected every time the u-boat submerged. Thus, the inaccurate pressure in this mechanism made the torpedos depth-keeping very eradic. Some torpedos just dove straight down while others maintained the correct depth as set. IIRC one of the u-boat commanders was able to pin point the problem and it was then corrected.

Another problem was the impact pistol didn't always fire when it struck the target. The US subs had the same problem. A British torpedo was captured and Donitz had the them copy the British pistol.

The magnet pistol was affected by the eradic depth-keeping of course. If it ran too deep under the hull, the ships magnetic field would not fire the pistol. But, the magnet pistol was also affected by the location and mineralization on the planet. There were zones on the planet which required the sensitivity to be adjusted on the magnet pistol. Norway due to its high mineral content was an area where the magnet pistol did not function as expected.

IIRC by the time the T3 torpedo came out, most of these problems were identified and corrected.

From my experience in SH3 with GWX, the magnet pistol seems to work well in calm conditions only. It does not seem that the eradic depth-keeping is factored ito the game.
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