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Old 10-16-06, 11:12 PM   #1
Incubus
Planesman
 
Join Date: Oct 2006
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Default Advice for keelbusting shots

I play with auto aim on and duds off, vanilla SHIII. On bigger ships, I really try to get a keel-busting magnetic pistol shot to crack the ship in two, but they seem awfully random. I aim under the bridge, but one of several things happens-

1. If it is a smaller ship (coastal/small merchant) it will sink, but not blow up spectacularly.

2. If it is a bigger ship, it will be struck and possibly slowed/immobilized (sometimes not even that ) but not knocked out in one shot.

3. Even though I set the depth under the keep by a reasonable margin (.7 to 1 meters under the draft) the torpedo glances off the keel and does does nothing. I thought magnetic torpedoes detonate when they get under the ship's hull- why is this happening?

One thing I'd like is to be able to set the depth of the torpedo down to the tenth of a meter: Instead of turning a little dial, I want to actually input the numbers. I think the reason #3 is happening is because I'm not factoring in the diameter of the torpedo itself (is the depth the center of the torpedo? the bottom? the top?) when I want the torpedo to pass under the keel. I try to keep it close because I noticed that sometimes the magnetics don't detonate if its a little more than a meter below (what is the exact range, anyway?)
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