![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Lieutenant
![]() Join Date: Mar 2006
Location: SD
Posts: 266
Downloads: 652
Uploads: 0
|
Wrecks longevity & Maximum distance of magnetic detonator
-1- Does anyone know how to prolong the presence of wrecks?...They generally disappear within minutes and their presence during a mission or campaign could be of interest to confuse enemy sonars and of advantage to hide close to them.
-2- Then, does anyone know the maximum distance from which a torpedo with a magnetic influence detonator will explose from its target and if it is possible to modify it? Thank you ![]() |
![]() |
![]() |
![]() |
#2 | |
Silent Hunter
![]() |
![]() Quote:
|
|
![]() |
![]() |
![]() |
#3 |
Old Gang
|
![]()
Depends on a lot of factors. The ships bounce up and down on the waves.
You can miss a shot even if you set the correct depth, cos if the ship is too high on the bounce, the magned don't detonate. If it's too low, it bounces off the keel. I normally set the detonator to 0,8 meters below the keel, as indicated in the book. I think the maximum distance for detonation under the keel in game would be something around 3 meters.
__________________
To each his own Last edited by Philipp_Thomsen; 12-28-08 at 09:40 PM. |
![]() |
![]() |
![]() |
#4 | |
GWX Project Director
|
![]() Quote:
Magnetic detonators in SH3 revert to "impact" if the running depth is set too shallow... and will detonate if the angle of impact is good... as with any 'impact' detonator. Magnetic detonators will fail to explode in Sh3 if the running depth is as little as 1.5 to 2 meters too deep. |
|
![]() |
![]() |
![]() |
#5 |
Lieutenant
![]() Join Date: Mar 2006
Location: SD
Posts: 266
Downloads: 652
Uploads: 0
|
![]()
Thank you for the answer of #2, that is helpful
![]() Regarding #1, my question is oriented toward the stage after which a ship is considered a wreck and rests on the bottom. In relative shallow waters 25 to 60 meters deep,(I.e French/English channel in some areas), if a submarine distance itself from a fresh kill for too long, then returns, the wreck has disappeared. The current did not move it away, the program erased it. How can I, through modifications of datas in which files, make those wrecks to remain the entire mission or the entire campaign where they it hit the bottom?.... Thank you ![]() |
![]() |
![]() |
![]() |
#6 | |
Wild Night in Bangkok
![]() Join Date: Dec 2008
Location: Ohio
Posts: 179
Downloads: 5
Uploads: 0
|
![]() Quote:
Not sure if this would help "in game" given I don't know if the AI has been created to allow such a tactic/failsafe.
__________________
![]() |
|
![]() |
![]() |
![]() |
#7 | ||
Old Gang
|
![]() Quote:
![]()
__________________
To each his own Last edited by Philipp_Thomsen; 12-28-08 at 11:52 PM. |
||
![]() |
![]() |
![]() |
|
|