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Old 11-08-10, 09:20 AM   #1
wolffpl
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Default Impact or Magnetic?

Could someone tell me the advantages and disadvantages of each one?
I always use magnetic because I think it`s best, and I don`t use impact
because I`m not sure when (or against which target) is more convenient using it.
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Old 11-08-10, 09:46 AM   #2
desirableroasted
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A fair number of threads on this out there, but it's always a good thread!

Impacts should be aimed when you have 80-100 AOB (preferably 90), or they won't have enough "bite" to detonate... they slide off the hull. If they are too deep, the same thing happens... they slip of the curvature of the hull.

As you can imagine, this limits your tactical options somewhat.

On the other hand, they are more reliable than magnetics in rough seas... if you aim it right, you get an explosion.

Magnetics rip a bigger hole if you slip them a meter or so under the keel. Basically, the explosion creates a vacuum that the ship tries to fill, thus breaking its keel (ideally). They are also more forgiving tactically... they will go off from 0 AOB to 70, though around 30-40 is best.

However, they sometimes go off prematurely in rough weather or not go off at all (apparently there is an unreliability factor modeled in GWX, though not in stock. That factor is reduced in mid 40). Also, in rough seas, the target's pitching means the magnetic may pass too far under the hull, or hit it.

Personally, I prefer the magnetic for the tactical options and the bigger bang. I can accept a few duds. Just don't use them in rough weather.

A couple of other things. If you are playing "realistically," remember that it was impossible to switch from impact to magnetic without taking the torpedo out of the tube, switching, and reloading. However, all magnetics are also set to impact, so you can use magnetics as impacts if you want.

The weather and your tactical situation should drive your decision... the class of target doesn't matter.
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Old 11-08-10, 09:54 AM   #3
Hans Uberman
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I generally prefer magnetics, but for range greater than 700m I tend to prefer impact, as there's always the chance of a magnetic torpedo prematurely detonating, and greater range seems to increases those odds.
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Old 11-08-10, 12:35 PM   #4
desirableroasted
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Quote:
Originally Posted by Hans Uberman View Post
I generally prefer magnetics, but for range greater than 700m I tend to prefer impact, as there's always the chance of a magnetic torpedo prematurely detonating, and greater range seems to increases those odds.
My rule of thumb is that if I can use the deck gun (wind 7 knots or less), I can use a magnetic. And it has been many, many patrols since I had one go off prematurely under those conditions.

8 knots and over, I weigh it. Against a deep-draft ship in winds of say, 10 knots, I feel Ok with a range of 2000-2500. In higher winds, I find the problem is not so much the chance of it going off early, but not going off at all because of the target's extreme pitching.

Oh, and yes I model the changeover time by simply taking that tube "off the books" for 30 minutes.
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Old 11-08-10, 09:56 AM   #5
wolffpl
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Quote:
Originally Posted by desirableroasted View Post

Personally, I prefer the magnetic for the tactical options and the bigger bang. I can accept a few duds. Just don't use them in rough weather.

The weather and your tactical situation should drive your decision... the class of target doesn't matter.
Thanks for the good advices!

About playing "realistically"...how do I take out a torpedo that has been loaded to load a new one and then change from magnetic to impact for example?. Do I need a special mod for this?
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Old 11-08-10, 10:35 AM   #6
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Not certain, but I'm guessing that he just pretends that he unloaded and reloaded the torpedo by waiting the appropriate amount of time.
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Old 11-08-10, 11:48 AM   #7
Mittelwaechter
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If you uncheck the autoloading function in your weaponsscreen you can drag and drop torpedoes in and out of your tubes, as long as you have an empty slot available.
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Old 11-08-10, 01:09 PM   #8
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Quote:
Originally Posted by Mittelwaechter View Post
If you uncheck the autoloading function in your weaponsscreen you can drag and drop torpedoes in and out of your tubes, as long as you have an empty slot available.
That worked! it was really easy.
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