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Old 12-28-08, 08:41 PM   #1
biosthetique
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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
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Old 12-28-08, 09:05 PM   #2
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Quote:
Originally Posted by biosthetique
-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
I can't help you with #2, but to prolong the presence of shipwrecks after they are hit you need to open data\zones.cfg. Inside you will find flooding rates for all classes of ship. To make a wreck stay longer you will need to increase the flooding time for its components.
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Old 12-28-08, 09:40 PM   #3
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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.
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Old 12-28-08, 09:58 PM   #4
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Quote:
Originally Posted by Philipp_Thomsen
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.
Unfortunately, Phillip Thomsen is not quite correct.

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.
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Old 12-28-08, 10:18 PM   #5
biosthetique
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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
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Old 12-28-08, 11:59 PM   #6
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Quote:
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?....
That's what I thought you meant in your first post - but I too am interested in this effect because it would give U-boats another defensive mechanism. Imagine it, 35 meters down a wreck lies, you pull up along side her and sit silent using her as a deflector for acquisition.

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.
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Old 12-28-08, 11:52 PM   #7
Philipp_Thomsen
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Quote:
Originally Posted by Kpt. Lehmann
Quote:
Originally Posted by Philipp_Thomsen
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.
Unfortunately, Phillip Thomsen is not quite correct.

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.
What I meant about "bounce of the keel" was in the case of hitting in the curved part of the keel, the very bottom part, in case of setting too shalow, which would bounce even being an impact one.

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Last edited by Philipp_Thomsen; 12-28-08 at 11:52 PM.
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