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Old 09-11-11, 11:01 PM   #1
Broncoman1980
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Premature detonation.

So I go out and am hunting me some ships. It's storming out and there are high seas all about. The ship comes withing acceptable firing range of between -1000 to 1500 yards and I fire my torpedos. All of a sudden my torpedo explodes not even 1/2 to the ship. This has happened on many occasions. Anyone else have the premature detonating torpedo problem? It's driving me mad! MAD I TELL'S YA! Thanks...
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Old 09-11-11, 11:35 PM   #2
Flaxpants
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Quote:
Originally Posted by Broncoman1980 View Post
So I go out and am hunting me some ships. It's storming out and there are high seas all about. The ship comes withing acceptable firing range of between -1000 to 1500 yards and I fire my torpedos. All of a sudden my torpedo explodes not even 1/2 to the ship. This has happened on many occasions. Anyone else have the premature detonating torpedo problem? It's driving me mad! MAD I TELL'S YA! Thanks...
Presuming you're playing the Americans- the Mk14 torpedo was very unreliable and had several problems- Not exploding when it did hit the target, exploding prematurely, and also running about 11 feet deeper than supposed to. Not sure how this is modelled in stock but it certainly is in the mega mods. It should improve as the war marches on, cough.
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Old 09-12-11, 12:48 AM   #3
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Rule number one, don't use magnetic exploders in heavy seas, in fact I never use them.

In the early part of the war the Mk14 just sucked as Flaxplants said so the best bet is to set the running depth shallow and try to shoot at an angle of less than 75° AoB, also using low speed helps the dud problem.

Ya's gotta wait till mid 43 to get good torpedoes.

You might also try Mk10's not as much power but they do go off.
A Mk10 that explodes is far more powerful than a Mk14 that doesn't.

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Old 09-12-11, 01:14 AM   #4
Flaxpants
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I am noticing a lot of variation in the reliability of the torpedoes loaded into my boat, I seem to get bad sets and good sets.

In my current campaign (early days- May 1942) I had many duds and premature detonations on my first couple of patrols, but on my third and fourth patrols I have experienced no issues whatsoever with the torpedoes. Of course I am taking the necessary steps to reduce the failure incident rate, but I am convinced that alone cannot make the difference in reliability that I am getting.

Don't know which mods you are using, I use RFB 2.0. Anyway, better luck with your next loadout! My advice is to fire a few extra for good measure...

I just remembered what made the difference for me- I now (following someone elses advice on here re. duds) set ALL my torpedoes to Contact/Influence, and not Contact. I will set the depth though as if I am using standard Contact torpedoes, and not Magnetic. I'm not a fan of magnetic detonation, it doesn't always work and I prefer to keep the odds of a succesful hit as high as possible.

Last edited by Flaxpants; 09-12-11 at 03:13 AM.
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Old 09-12-11, 03:37 AM   #5
Diopos
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Also take into account short torpedo runs at close targets. If the torp runs less than 350-400m it will not explode as there is a minimum "arming" distance, but it may be reported as a "dud".


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Old 09-12-11, 03:43 AM   #6
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Quote:
Originally Posted by Diopos View Post
Also take into account short torpedo runs at close targets. If the torp runs less than 350-400m it will not explode as there is a minimum "arming" distance, but it may be reported as a "dud".


.
Good Point. Best thing to do at that sort of range is to hit them over the head with it.
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Old 09-12-11, 02:48 PM   #7
WernherVonTrapp
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Quote:
Originally Posted by Broncoman1980 View Post
All of a sudden my torpedo explodes not even 1/2 to the ship. This has happened on many occasions...
... It's driving me mad! MAD I TELL'S YA! Thanks...
Try thinking of something else, like baseball scores, while the torpedo is still in transit.
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