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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sailor man
![]() Join Date: Apr 2008
Location: In the deep blue
Posts: 46
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Hi to you all again its been a long time since i spoken to you all last , new job!!!
![]() Right lets get down to it. when you are using the magnetic detonation how far away from the target does the torpedo explode??????? because every time i go and attack a convoy the asw ships always run me down by the time i have fired a torpedo thay have spotted me and i dive deep only to find out that my fish have sunk a rock on the bottom ![]() ![]() ![]() you help will be great rat sub ![]() |
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#2 |
Grey Wolf
![]() Join Date: Mar 2005
Posts: 762
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You need to search this site for this question--there has been lots of discussion about magnetic exploders. Someone can correct me but I think the consensus is that the magnetic exploders don't work in this game, even if selected. Not postive about this and maybe the super mods fix it.
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#3 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
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Hi rat sub
![]() Need more info like year, type of torp, game settings, ect to give you any kind of answer. Also what banjo said. ![]() |
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#4 |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
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Magnetic pistols are notoriously un-reliable. Espically in rough weather. Espically early on in the war.
My advice is to use the default impact/mag setting. Your still going to have duds and premies. As to being detected its a matter of tactics. Lots of good guides here about how to avoid that. It really gets tough in the later years. Oh by the way... unless its been fixed.... The 'selector switch' for magnetic vs mag/impact really does nothing but go 'click' and look cool. :hmm: |
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#5 | |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
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Hi SteamWake ![]() |
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#6 | ||
Planesman
![]() Join Date: Jul 2007
Location: Montreal, Canada
Posts: 194
Downloads: 65
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#7 |
Navy Seal
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It was fixed in 1.5. Just another reason to upgrade.
__________________
Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#8 | |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
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I paid $60.00 for that feature already. ![]() |
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#9 | |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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![]() If using the magnetic pistol, you should set running depth 5 or 6 feet below the target. If you're aiming to hit the side of a ship, disable the magnetic trigger and set depth to minimum, or just below the armour belt if you're engaging a warship (you'll need to figure out whether or not a warship has such a belt and how far it extends on your own ![]() That said, I've yet to make a succesfull attack with a Mark 14 torpedo using it's magnetic pistol. User beware! Hope it helps. ![]()
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Contritium praecedit superbia. |
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#10 | |
Planesman
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 189
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__________________
=================== AMD Athlon 64 3200+ 2.1Ghz 1Gb RAM MSI NVidia 6800 128MB MSI motherboard Realtek soundcard Windows XP Pro SP2 =================== |
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#11 |
Seaman
![]() Join Date: Jul 2007
Location: Kador region, Shemah solar system
Posts: 32
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I'm pretty sure that it works in 1.4. Shot a lot of torpedoes well under the keel and they go boom right under her.
When hunting big targets I spread the depth of the torpedoes a bit. For example if the targets draft is 24 feet I set the first 2-4 feet lower (depends how rough the sea is) and after that add 1 feet per torpedo fired. Also compensates a bit for the depth running problem for some of the torpedoes. |
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#12 |
Gunner
![]() Join Date: Jun 2008
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Thats all I use is Magnetic pistols on my torpedo's, NEVER had a problem unless in heavy sea's. If I want to strike at a big ship in the middle of the convoy, I set running depth to 30-35ft for say a large split or large tanker. Its go's right under the smaller ships which have drafts not as deep as the larger ships. I do not use Dud torpedos in the realistic settings, I found that this is the only way to get the magnetic pistols to work.
I need a guide to the specs for all of the different types of torpedos, because I have access to the Mark 23 now and don't see them being different from the early war Mark 14. Does anybody know where I might find the answers to the different torpedo types??? |
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#13 |
Seaman
![]() Join Date: Jul 2007
Location: Kador region, Shemah solar system
Posts: 32
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If you hover your mouse over the torpedo either in port or in the torpedo screen while at sea a window will appear about the specific torpedo and it's characteristics.
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#14 | |
Gunner
![]() Join Date: Jun 2008
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#15 |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
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I dont know just asking but are they in the 'museium"?
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