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Old 07-17-07, 04:42 AM   #1
cpt_idaho
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Default Torps - Premature explosions?

Hi,

Yesterday I lined up to shoot at a convoy at a distance of around 2500 yards; after all the needed calculations I fired 4 torps at one of the merchants. However, after 5-10 seconds they blew up, one by one - as if they hit some invisible barrier.

I reloaded the game, thinking that maybe there was too narrow a gap between the torps, so I gave each 5 seconds before I fired another.. with the same effect. They just exploded after 100 meters.

Is it a bug or, lets say, first torp exploded prematurely and caused another explosions?
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Old 07-17-07, 08:31 AM   #2
tater
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mk 14s prematured a lot in RL. I gather the weather was bad during your attack? Rough seas make them do this more than calmer seas.
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Old 07-17-07, 08:42 AM   #3
switch.dota
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Question: does the running depth of the torpedo have any impact on the chance to cause premature explosions?
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Old 07-17-07, 10:02 AM   #4
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Quote:
Originally Posted by switch.dota
Question: does the running depth of the torpedo have any impact on the chance to cause premature explosions?
I went ahead & added your question as #13 in my Q&A thread:
http://www.subsim.com/radioroom/show...858#post592858

I'd already talked about premature detonations a bit in the answers to questions #2 and #9, and as a side-effect of my testing so far I'm 90% certain that weather is the only thing that has an effect on premature detonation chances in the game. Weather does have a huge effect though, as well as distance-to-target, in a sense. Also "wave-state" (weather) is the only factor mentioned in the "torpedoes_us.sim" for premature detonation chances.

I'll try to do some more specific testing to confirm that torpedo running depth doesn't affect prematures, and I'll post my findings there once I'm done.

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Old 07-17-07, 09:33 AM   #5
cpt_idaho
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Quote:
Originally Posted by tater
mk 14s prematured a lot in RL. I gather the weather was bad during your attack? Rough seas make them do this more than calmer seas.
You are right, the weather wasn't good.. but all 4 of the torpedoes exploding in a similar spot? Is it possible that it was some kind of a chain reaction after the first explosion?
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Old 07-17-07, 09:41 AM   #6
elanaiba
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If the weather is bad, there are big chances they will premature right at the arming distance.
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Old 07-17-07, 09:44 AM   #7
cpt_idaho
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elanaiba - yeah, seems that that is what has happened.. then switch.dota's question becomes even more important: does the set running depth changes anything?

Last edited by cpt_idaho; 07-17-07 at 10:23 AM.
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Old 07-17-07, 10:02 AM   #8
elanaiba
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Yeah, the deeper they go, the lower the chance for a premature.
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Old 07-17-07, 12:45 PM   #9
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Quote:
Originally Posted by cpt_idaho
Hi,
Yesterday I lined up to shoot at a convoy at a distance of around 2500 yards
Keep it under 1000 meters and you'll get *much* better results.

On top of that, if you were in the middle of the convoy, loosing both stern and bow tubes, you're going to get better tonnage per patrol. In the middle of the convoy, you're never more than 1km from the nearest ship -- usually arming distance is the problem because boats are usually closing on you when you start firing. And you're safer in the middle of the convoy because the escorts are usually are the perimeter, giving you time to get some depth before the convoy moves much.
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Old 07-17-07, 01:04 PM   #10
ae4rv
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In real life it was the magnetic exploder that caused prematures, not the sea state. Torpedoes are not generally suseptable to unwanted explosions due to rough handling...
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Old 07-17-07, 01:13 PM   #11
elanaiba
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Magnetic detonators may be triggered by movement caused by rough seas.
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Old 07-17-07, 01:25 PM   #12
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Quote:
Originally Posted by elanaiba
Magnetic detonators may be triggered by movement caused by rough seas.
Any word/update on getting the Contact/Influence switch to work so we can at least turn off the magnetics and avoid the premature detonations in rough seas? (We would, of course, then be susceptible to contact-duds, but at least those can be mitigated by not firing at 90 degree angles...)

Were you at least able to replicate and see the issue I described about the switch not working?

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Old 07-17-07, 04:30 PM   #13
elanaiba
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Yes, my testing so far seems to confirm it, which is very strange since I remember precisely testing it sometime in the past.

I think it won't be hard to fix, the question is when do we get something else out to you guys.
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