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Old 03-30-07, 04:28 PM   #1
Lost@Sea
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Default Torpedo Magnetic Detonation Possible Fix

Well I just fired up the sub school to test my theory and it seems to work.
I believe the contact and contact influence on the torpedo control are backwards.

I set to contact and depth of 20 feet on the 14.4 ft draft cruiser and sank it in 2 torps. Both I followed via external view and the definately went under the hull and did not hit it.

Anyone want to try it and comfirm please.
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Old 03-30-07, 04:47 PM   #2
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Update. Just fired a couple even deeper and there was very clearly open water between them and the hull. BOOM!! Gonna try this in a patrol and not sub school. Hope it works.
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Old 03-30-07, 05:25 PM   #3
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I've lately been noticing my missed torps (set to contact) randomly imploding in the sea when they get near something followed by a "Torpedo Impact!" msg. very odd.

U may be on to something.
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Old 03-30-07, 05:29 PM   #4
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i always set to CONTACT because of the reports about how bad the mag setting was. Yesterday i had two "torpedo impact" explode in the water, well short of the target. I however chaulked it up to my bad aim but it caught my attention becasue i was thinking WTF did it "impact"?
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Old 03-30-07, 05:31 PM   #5
Lost@Sea
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Quote:
Originally Posted by ATR-42
i always set to CONTACT because of the reports about how bad the mag setting was. Yesterday i had two "torpedo impact" explode in the water, well short of the target. I however chaulked it up to my bad aim but it caught my attention becasue i was thinking WTF did it "impact"?
That is exactly what got me thinking about backward wiring on the sub!'

Has anyone tried this yet to confirm or disprove?????
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Old 03-30-07, 05:43 PM   #6
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Thats vey interesting and i just tested it myself and seems to be correct.
Should be very easily patched then if just a case of switching them around.

Well spotted mate.
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Old 03-30-07, 05:45 PM   #7
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DAMN So it seems the GUI is wrong?

Contact is actually Magnetic(Contact Influence)

Contact Influence is actually just Contact?

Damn, this is a breaktrough if thas true, maybe someone can mod the 2d graphic and reverse the names!
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Old 03-30-07, 05:46 PM   #8
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They explode prematurely on any setting. I have a save where i tried everything, high/ slow, contact, influence. From 2 to 4 torpedoes consistently were exploding prematurely. There is some randomness to it as distance to the boat when they exploded varied.

Strange thing is that it never happened before (contact exploder worked fine). Then i got Gato, Jan 1943 and troubles started.
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Old 03-30-07, 05:27 PM   #9
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Quote:
Originally Posted by Lost@Sea
I believe the contact and contact influence on the torpedo control are backwards.
Wouldn't surprise me. Glad we have such a great community that notices these things.

PD
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Old 03-30-07, 07:20 PM   #10
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Quote:
Originally Posted by Lost@Sea
I believe the contact and contact influence on the torpedo control are backwards.
They're not the only thing backwards.

When you select the PPI radar scope icon you get the SD A scope and vice versa.

Stuff like that really makes me wonder what else is in there that's totally hosed.
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Old 03-30-07, 07:42 PM   #11
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Quote:
Originally Posted by Werewolf13
Quote:
Originally Posted by Lost@Sea
I believe the contact and contact influence on the torpedo control are backwards.
They're not the only thing backwards.

When you select the PPI radar scope icon you get the SD A scope and vice versa.

Stuff like that really makes me wonder what else is in there that's totally hosed.
check this out it's the right way in the manual, who knows why it got changed.
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Old 03-30-07, 08:09 PM   #12
Jungman
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Quote:
I set to contact and depth of 20 feet on the 14.4 ft draft cruiser and sank it in 2 torps. Both I followed via external view and the definately went under the hull and did not hit it.
I never seen it go 'under the hull', unless you are refering to something else. It is slamming into the 'hull'. You must go below 28 feet to actual go under blue water barely missing.

I cannot confirm your observation. I shot ALOT of torpedos for the one experiment in sub school training.

The Mogami Heavy Cruiser. Draft is stated as 4.4 meter = 14.4 feet.

I shoot torpedos at 28 feet deep hit ever time contact or magnetic setting.

I shoot torpedos at 29 feet deep miss under the hull every time contact or magnetic.
I expected the magnetic to explode, but it does not, nor does contact only.

Slow Mark 14 using auto-TDC no dud setting.

I do see damage under the keel area though, at 28 feet deep with both, nice big hole underneath the hull, not in the side.

The Mogami.sim file has the submerged draught set for 28 41 hex = 10.5. This means the ship is sitting into the water this deep. But according to above, the draft is really 28 feet? the 10.5 in meters ~ 34.3 feet. If you set to zero the ship will float on water.

So do we change the draft? Draught is the actual depth the boat is sitting in. Check it out. You can shoot a torpedo that deep and have it explode every time.

edit: corect value for .sim draft. What do you consider 'under the hull'? They do explode under the hull with massive damage, both contact and magnetic. I do not see any difference between either setting. they both hit or miss.

Last edited by Jungman; 03-30-07 at 09:27 PM.
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Old 03-30-07, 09:28 PM   #13
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I'm not sure about this one. I just ran 3 torpedos set to contact in a row down the length of ship without a detonation. Possibly there is a separate bug that causes the magnetic detonator not to work unless the torpedo crosses perdendicular under the hull, but I would not call this one confirmed.
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Old 03-30-07, 09:37 PM   #14
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Quote:
Originally Posted by akdavis
I'm not sure about this one. I just ran 3 torpedos set to contact in a row down the length of ship without a detonation. Possibly there is a separate bug that causes the magnetic detonator not to work unless the torpedo crosses perdendicular under the hull, but I would not call this one confirmed.
I agree on the not comfirmed. I have now had a few non detonators, but always on the same game load. Gee I was getting excited too esp after dumping two large ships on single shots. On a bright note I managed to torp my own boat testing this. Oh wait that's not a bright note

Edit for a thought. I believe most of my under the keel hits, were aft end. As the aft of the cruiser isn't as deep as its middle hull, could it be the hit box for impact detection in the game is a rectangle box and not the accual shape of the hull??????
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Old 03-31-07, 02:39 AM   #15
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The other night I spent about 3 hours replaying a saved game trying to get a keel shot on a large composite freighter. I would repeatedly pass under the keel, no explosion. I eventually started decreasing depth by 1 foot and retrying the shot. I was passing under the keel every time with no explosion until I finally used a setting of 5 feet LESS than the listed draft...then I finally got consisternt explosions and damage. (No one-shot kills though). This raised a question in my mind...Did American early-war torpedos have a problem with running too deep? If so, do you suppose they modeled it in the game? Another thought...a freighter would naturally have some variance in actual versus listed draft depending on its load status. Fully loaded would ride much lower...again, could that variance be modeled in the game? I'd hate to think the recognition manual is wrong...I have enough trouble getting hits as it is!
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