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Old 09-20-10, 01:36 PM   #1
captaindnnis
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Default Torpedo Bug?

Ahoy,,
Well im atm doing a Career 1939 @ AO96
Well i was Patrol
i was probaly 400-600 metres of the merchant ship and i shot my torpedo well waiting waiting waiting and then its hit's the boat but the boat is like a mirror its not exploding against the boat but its just reflects of it??
any solutions??

i use Manuel Targeting maybe something to do with that?

well Cheers
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Old 09-20-10, 02:03 PM   #2
Weiss Pinguin
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Could've just been a failure. Are you sure you were 400 meters out? The pistols need about 300 meters to arm, and if you aren't far enough out the torpedo will bounce off.

Or you could've struck the rounded area of the hull - if the torpedo doesn't get a solid hit it won't detonate. Do you remember what depth you set your torpedoes to run at?
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Old 09-20-10, 02:34 PM   #3
captaindnnis
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yeah mostly i set them around 0-1 cuz that make sense to me:O
and i looked up i was @ 450 metres of him
So i just started new career @ wilemshaven with Auto Target
Saw a 10k tonage ship the arrow was green in scope and i **** its reflects again:O
but with that manuel deph of the torpedo was around 0-2
and what you mean with the pistol:O
Sorry im new to it

Cheers
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Old 09-20-10, 02:58 PM   #4
ediko
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Try switching to magnetics. Impact torpedoes need to hit the target at almost perfect 90 degrees. Magnetics can and most of the times will detonate at any angle but the most steepest. Also if you use magnetics they might deflect from the curved surface at the bottom of the ship so aim a bit lower with them so the torpedo goes under the ship, or a bit higher so it should definitely hit. And dud's happen. I had all 4 of my torpedoes fail me like that when attacking convoys so don't worry. Real Kaleuns had it even worse than we do right now

EDIT.

Just now saw that you don't know what pistols are. Pistol is located at the front of the torpedo. It is it's nose. Now there are 2 types of them- impact and magnetic. Impact only work properly when they hit the ship physically and at a good angle. Magnetics on the other hand explode when they are close to a ship. When a magnetic is close to metal witchcraft happens and they explode a bit sooner before hitting the ship. Very useful for sending your torpedoes just a meter under the ship so they sense it and explode beneath it causing severe flooding, disastrous damage and even splitting the ship in two if you're lucky and hit a good spot. Hope that cleared it up a little. You can switch them in the F6 view on the top right corner IIRC. If anything else just ask.

Last edited by ediko; 09-20-10 at 03:03 PM. Reason: pistols
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Old 09-20-10, 03:04 PM   #5
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thanks mate gonna try it and that magnestic pistol i set on in TDC isnt??
well cheers


cheers
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Old 09-20-10, 03:11 PM   #6
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There are two angles that must be met in order to optimize your chances of a detonation with an impact pistol: The vertical angle on the hull, and also the horizontal angle, as if you were looking down from above. With the vertical angle, the ideal is to strike the hull on its flat, perpendicular part. With the horizontal angle, the ideal is 90 degrees, but within 20 degrees is generally acceptable. Outside of these angles you risk deflecting off of the curved part of the hull/keel or striking at such an angle that the torpedo's impact whiskers are not struck. With magnetic pistols all you have to do is get the torpedo to sail under the keel, and any angle will do, even straight along the axis of the hull, but those are very difficult to achieve and the margin for success is very small. What makes magnetics so nice is that you can fire them from off angles and still have a detonation, as long as the pistol works.
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Old 09-20-10, 03:14 PM   #7
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Quote:
Originally Posted by captaindnnis View Post
thanks mate gonna try it and that magnestic pistol i set on in TDC isnt??
well cheers


cheers

Yessir, in the TDC you have a dial that has I and M make sure its pointed toward M and always make sure when you use Magnetics, to get the most out of their explosive properties, to set their depth (In the TDC it is in the right set of dials vertically its top left) to about .5 to 1 Meter below the keel of the ship( In the identifier book it will tell you the ships draft, this is how far below the surface the ship sits, so if a ship has a draft of 4 Meters, your magnetic torpedo should be at about 4.5 to 5 meters, I usually like to go only .5 under instead of 1)
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Old 09-20-10, 03:10 PM   #8
captaindnnis
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Quote:
Originally Posted by ediko View Post
Try switching to magnetics. Impact torpedoes need to hit the target at almost perfect 90 degrees. Magnetics can and most of the times will detonate at any angle but the most steepest. Also if you use magnetics they might deflect from the curved surface at the bottom of the ship so aim a bit lower with them so the torpedo goes under the ship, or a bit higher so it should definitely hit. And dud's happen. I had all 4 of my torpedoes fail me like that when attacking convoys so don't worry. Real Kaleuns had it even worse than we do right now

EDIT.

Just now saw that you don't know what pistols are. Pistol is located at the front of the torpedo. It is it's nose. Now there are 2 types of them- impact and magnetic. Impact only work properly when they hit the ship physically and at a good angle. Magnetics on the other hand explode when they are close to a ship. When a magnetic is close to metal witchcraft happens and they explode a bit sooner before hitting the ship. Very useful for sending your torpedoes just a meter under the ship so they sense it and explode beneath it causing severe flooding, disastrous damage and even splitting the ship in two if you're lucky and hit a good spot. Hope that cleared it up a little. You can switch them in the F6 view on the top right corner IIRC. If anything else just ask.
thanks mate its really clear just 1 more question can i use that magnetic pistol also with auto target?

cheers
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Old 09-20-10, 03:19 PM   #9
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Really thanks for the tips guys gonna try it out

- I know this question is not about the Thread Name but its useless to make an other Thread for 1 question -

Well i just arrived in AO96 and my mission is to patrol 24 hours
so i just need to sail around in that sector for 24 hours? and then heading home??

Cheers
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Old 09-20-10, 03:28 PM   #10
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Something else to be aware of when using magnetics is the sea state. In heavy seas, ships can pitch up and down severely, thus their effective draught changes considerably. If you set a magnetic pistol for .5 or 1 M the torpedo could sail harmlessly below it if the ship pitches up as the torpedo arrives. I always use impact pistols in such weather and set them more shallow than I normally would. Rough seas also cause a much higher rate of premature detonations with magnetics, at least in the first couple of years of the war. Setting running depths is a bit of an art but you soon learn how to do it just so. Just beware not to set them too shallow or you risk them broaching, becoming airborne and having the possibility of losing an accurate course as they leave and re-enter the water.
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Old 09-20-10, 03:39 PM   #11
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Quote:
Originally Posted by K-61 View Post
Something else to be aware of when using magnetics is the sea state. In heavy seas, ships can pitch up and down severely, thus their effective draught changes considerably. If you set a magnetic pistol for .5 or 1 M the torpedo could sail harmlessly below it if the ship pitches up as the torpedo arrives. I always use impact pistols in such weather and set them more shallow than I normally would. Rough seas also cause a much higher rate of premature detonations with magnetics, at least in the first couple of years of the war. Setting running depths is a bit of an art but you soon learn how to do it just so. Just beware not to set them too shallow or you risk them broaching, becoming airborne and having the possibility of losing an accurate course as they leave and re-enter the water.
Sound advice
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Old 09-20-10, 04:14 PM   #12
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well i used that advice of ur guys and it really works just toke a Romanian Merchant ship of 2222tons done but it toke me 3 torpedo's?
is that normal ??
or could i take him down with 1 ??


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Old 09-20-10, 04:47 PM   #13
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Quote:
Originally Posted by captaindnnis View Post
well i used that advice of ur guys and it really works just toke a Romanian Merchant ship of 2222tons done but it toke me 3 torpedo's?
is that normal ??
or could i take him down with 1 ??


Cheers
You may have had bad luck, but a 2200 should easily go down with one successful torpedo shot.

I even hate wasting a torp on 2200 tons, so I would deck gun if if conditions permit.
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Old 09-20-10, 05:01 PM   #14
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Quote:
Originally Posted by desirableroasted View Post
You may have had bad luck, but a 2200 should easily go down with one successful torpedo shot.

I even hate wasting a torp on 2200 tons, so I would deck gun if if conditions permit.
Aahh okay yeah well i only got the AA gun i think:O well yes, i have the deck gun but don'tt got ammo for it ^^.
But thanks

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