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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Wild Night in Bangkok
![]() Join Date: Nov 2002
Posts: 179
Downloads: 12
Uploads: 0
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I havent, playing with duds on but i am half way through happy time and all of mine hit and explode, i have had a dud magnetic (well it went off early).
I am using the realistic torpedo 1.1 mod does that change the settings?
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subs and birds! |
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#2 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
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So far I have had zero duds and 1 premature.
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#3 |
Stowaway
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Zero duds, and never had a magnetic detonation work.
Is the pistol set to impact or magnetic by default? I've heard people say it should work at 1M under the ship, i'm putting it a few inches under the keel and it just sails away. |
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#4 |
Admiral
![]() Join Date: Jan 2004
Location: netherlands
Posts: 2,020
Downloads: 119
Uploads: 0
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0 duds and one eel had engine failure , or it might have been a bug.
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we live we die but death does not ends it. Jim Morrison 1943-1971 |
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#5 |
Loader
![]() Join Date: Mar 2010
Posts: 90
Downloads: 16
Uploads: 0
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Make sure you are shooting at slow speed if you are using magnetic detonation shooting under keel.
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#6 |
Lieutenant
![]() Join Date: May 2004
Location: Lethbridge, Alberta
Posts: 260
Downloads: 40
Uploads: 0
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I've been doing some testing in the mods forum and I have reason to believe that duds aren't working at all. You can get premature detonations but not duds. It's a side project atm, my main focus is the planes and AA guns.
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#7 |
Mate
![]() Join Date: Aug 2009
Location: Scotland
Posts: 54
Downloads: 309
Uploads: 0
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No duds at all but a couple of prematures. I haven't tried magnetics simply because they were historically useless anyway. There has to be a problem with the dud "setting" within the programme.
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#8 | |
Stowaway
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Either its: A) Bugged: It need to be farther under for the magnets to "trip", as if there is a minimum distance as well B) By default, set to impact pistol only, in sh4 the default torpedo setting was magnets, so i just tend to shoot that way. Side note: Since odd-angle dud torpedos no longer feature, you can set it to hit at a 70 degree angle just above the bottum of the keel and it will explode from the impact, kinda game-y but it seems to do keel damage all the same. Also, do you guys seriously have trouble killing destroyers? If i've got a G7A and am inside of 1500M, they are almost always screwed. highspeed surface runner = death (ive bagged 4 or 5 in late january 1940) |
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#9 |
Loader
![]() Join Date: Mar 2010
Posts: 90
Downloads: 16
Uploads: 0
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Magnetic is the default it seems. I aim around 1.5-2M under keel with pretty consistent detonation if it passes under.
As far as destroyers, I know that I can't deck gun duel them anymore like some previous SH games. Quick Death. ![]() Have had torps come out of the tube and sit there in one place with propulsion buzzing away madly at the back... |
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