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 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 01-10-12, 11:24 PM   #1
blkdimnd
Planesman
 
Join Date: May 2010
Location: Vermont, USA
Posts: 186
Downloads: 492
Uploads: 0
Default Mag. Pistol Torps??

Just wondering if anyone has been trying to get the Mag. Pistol working for the torpedoes?

I saw a post a few weeks ago saying that someone found some new info. on them. (They work on old imported ship models, but not the new ones)

I'd help, but have no clue about modding.
blkdimnd is offline   Reply With Quote
Old 01-11-12, 02:20 PM   #2
Sirkam
Frogman
 
Join Date: Jan 2008
Location: Spain
Posts: 289
Downloads: 9
Uploads: 0
Default

Well.. the magnetic pistol works for me (at least in my last historical mission: PQ-17 Convoy). I launched a salvo of two torpedoes aiming to a C1-B Cargo and set the deep of the topedoes to the keel depth of the ship, and both detonated below that ship, sending she to the bottom.
__________________
Sirkam is offline   Reply With Quote
Old 01-11-12, 10:38 PM   #3
Hinrich Schwab
Grey Wolf
 
Join Date: Nov 2010
Posts: 908
Downloads: 89
Uploads: 0
Default

I haven't had any problems with the Mag. pistols. In all honesty, even without the skill to reduce dud chances, the game is very generous with successful torpedo detonations, regardless of pistol. I finished a SHIII patrol a few days ago and found out the hard way how easy it is to be spoiled by SH5. If there is an issue with torpedoes it is that the successful detonation rate is actually too high. Historically, the Germans had all kinds of problems with the torpedoes. Specifically, the Mag triggers were faulty, especially in high latitudes. Likewise, premature detonation was a problem in rough seas. The impact trigger would also jam unless struck as close to a 90 degree angle as practicable.
Hinrich Schwab is offline   Reply With Quote
Old 01-12-12, 03:37 AM   #4
Michael13
Loader
 
Join Date: Dec 2011
Location: Moscow
Posts: 87
Downloads: 18
Uploads: 0
Default

Just tried on TDW UI Tutorial, 4 torpedoes (one is TII, all on slow speed) with magnetic pistol, 1.2 to 0.2 meters below keel. All passed right under ship, no explosions.
But, I'm not sure, I used it in one of my patrols to sink escort ship with TII torpedo and it did work.
Also I heard magnetic pistol works fine on any of OHII new ships.

May be there some kind of property in ships files how it influences on torpedo's pistol? To not be able to sink wooden fishing boats with it. But may be it's broken...
Michael13 is offline   Reply With Quote
Old 01-12-12, 04:07 AM   #5
Hinrich Schwab
Grey Wolf
 
Join Date: Nov 2010
Posts: 908
Downloads: 89
Uploads: 0
Default

I just tested it myself in the same stage and confirmed what you reported. However, the AOB when one engages that pokey Liberty Cargo is pretty shallow (~20-25deg Port) What was the AOB on the escort your mag triggers struck? I suspect it was closer to 90 deg.
Hinrich Schwab is offline   Reply With Quote
Old 01-12-12, 04:23 AM   #6
Michael13
Loader
 
Join Date: Dec 2011
Location: Moscow
Posts: 87
Downloads: 18
Uploads: 0
Default

It was 90 in both cases...
Michael13 is offline   Reply With Quote
Old 01-12-12, 04:27 AM   #7
Rongel
Grey Wolf
 
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
Default

Quote:
Originally Posted by Schwartzritter View Post
I just tested it myself in the same stage and confirmed what you reported. However, the AOB when one engages that pokey Liberty Cargo is pretty shallow (~20-25deg Port) What was the AOB on the escort your mag triggers struck? I suspect it was closer to 90 deg.

I have wasted a lot of time figuring out the torpedo malfunctions in SH 5... As far as I know, the basic situation is that impact torpedoes don't cause duds, and magnetic detonation isn't working. Magnetic pistol torpedoes should travel 1-1.5 meters below the ships keel, and never touch the actual ship. Magnetic torpedoes do explode prematurely, but as most people don't use them, you won't see it happen.

With the new imported ships, magnetic pistols are working and so are the duds. I tested this by putting redicolously high malfunction values and, yes, I got duds more than I asked. Magnetic torpedoes travel nicely below the ship and then explode.

I believe it's possible to get a dud in unmodded stock SH 5 too, but I think I have seen it only once. No idea what caused it, certainly not the dud-values in torpedo settings. It's also possible that some magnetic pistol torpedoes explode in stock SH 5 because they actually hit the ship. That may look like it's working, but it's not.
Rongel is offline   Reply With Quote
Old 01-12-12, 08:28 AM   #8
Otto Ites
Swabbie
 
Join Date: Mar 2010
Location: Germany
Posts: 14
Downloads: 80
Uploads: 0
Default

hey everybody,

i had the same prob yesterday, i wanted to torp a merchant( ~8000 t) with a 2 torp salvo. both of them did not explode.

the day before i torped a merchant( ~4000t) with magnetic pistol and it exploded right under the keel...

in both cases i set the deth 0,8 m under keel deth.

it is very confusing to me.

6 months ago i had read something about to change some values in each sim file(not really sure about that type of file) and then it should work,but i'm not sure about that

Otto Ites is offline   Reply With Quote
Old 01-12-12, 12:19 PM   #9
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Hi Guys

Message from BdU
Remember that as well as the problems talked about above - all torps run 1m deeper than set depth
BdU out

So if testing for a keel shot - set 1m higher.
See here for more info http://www.subsim.com/radioroom/show...59&postcount=2

__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 01-12-12, 03:59 PM   #10
vlad29
XO
 
Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
Default

Quote:
Originally Posted by Trevally. View Post
Hi Guys

Message from BdU
Remember that as well as the problems talked about above - all torps run 1m deeper than set depth
BdU out

So if testing for a keel shot - set 1m higher.
See here for more info http://www.subsim.com/radioroom/show...59&postcount=2

Ye-e-h, I had this message in my box, thank you BdU-Trevally
Also can note that when setting torpedo depth parameters for mag.pist weather conditions (wave height first of all) must be considered as well.
That issue also was accounted in SHIII

Last edited by vlad29; 01-12-12 at 04:21 PM.
vlad29 is offline   Reply With Quote
Old 01-12-12, 05:06 PM   #11
Michael13
Loader
 
Join Date: Dec 2011
Location: Moscow
Posts: 87
Downloads: 18
Uploads: 0
Default

Hm... hm.. hm.. did 6 more tests on Liberty Cargo (draft 8.2 meters) at TDW Torp Tutorial.

1. Torpedoes on 8.3, 7.8, 7.5 and 7.3 meters. First 3 passed under ship, 4th just hit hull and exploded.

And then started to happen strange things, torpedoes ran right where they was set:

2. Torpedoes on 7.8, 7.6, 7.5 and 7.4 - all hit hull.
3. Torpedoes on 8.2, 7.8, 7.5, 7.3 - all hit hull.
4. Torpedoes on 8.4, 7.8, 7.4, 8.4 - first and last passed under ship, 2,3 - hit in hull.
5. Torpedoes on 8.4, 8.3, 7.8, 7.5 - 1,2 passed, 3,4 hit.

Exit to Windows, launch game, 6th try:

6. 8.4, 7.9, 7.8, 7.5 - 1 passed, 3-4 hit hull.

Torpedoes hit ship exactly at 90 degrees (was shooting at bearing ~10 to get 0 gyroangle). Range 1400 meters. Speed of Liberty Cargo was 6 knots in 1st try and 5 knots in others.
In 2-5 cases i was on VIIB and first torpedo was TII (electric, second tube in game). 1 and 6 - VIIC boat. In 1-5 cases speed was set to slow, in 6th - medium.

So, magnetic pistol don't work on Liberty Cargo for sure. At least in this mission.

And still don't know why torpedoes ran on set depth after 1st try?

Last edited by Michael13; 01-12-12 at 05:40 PM.
Michael13 is offline   Reply With Quote
Old 01-12-12, 05:09 PM   #12
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by Michael13 View Post
So, magnetic pistol don't work on Liberty Cargo for sure. At least in this mission. And torpedoes run on set depth after reload?
Magnetic pistols will not work on any ship that comes from a GR2 file.
TheDarkWraith is offline   Reply With Quote
Old 01-12-12, 06:27 PM   #13
blkdimnd
Planesman
 
Join Date: May 2010
Location: Vermont, USA
Posts: 186
Downloads: 492
Uploads: 0
Default

Quote:
Originally Posted by Trevally. View Post
Hi Guys

Message from BdU
Remember that as well as the problems talked about above - all torps run 1m deeper than set depth
BdU out

So if testing for a keel shot - set 1m higher.
See here for more info http://www.subsim.com/radioroom/show...59&postcount=2

This, I did not know. Thanks for the info Trevally!
Love your tutorial scrips by the way.
blkdimnd 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 05:40 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.