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View Poll Results: Which type of torpedo detonator do you prefer?
Magnetic 33 30.00%
Impact 31 28.18%
Depends on the weather 37 33.64%
I don't know - I always miss 9 8.18%
Voters: 110. You may not vote on this poll

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Old 03-07-06, 06:34 PM   #16
Dantenoc
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I always use impact pistols, unless I pull a dog-fighting maneuver and go for a "six - o'clock" shot.

There's something I don't get, though... weren't "magnetic" torps in real life set for BOTH magnetic and impact? Got really frustrated at the begining when a couple of times the magnetics would go "clank" against the target and do nothing.... well, almost nothing, a couple of times I've had it happen that they bounce back a bit after hiting the target, and then they go at it again an succeed in going "under the keel" ... anyway, the point is that there should be a way to rig the for both
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Old 03-07-06, 06:52 PM   #17
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It depends on the amount of time and target I have in the scope. Mags a good for convoy attack when you want to send torps after the bigger ships in the center and you have small fry in the way.

Impact for any rapid fire shots and 90 degree beam shots that appear.

As long as it sinks, then it's all academic
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Old 03-07-06, 06:57 PM   #18
Dantenoc
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Quote:
Originally Posted by bookworm_020
Mags a good for convoy attack when you want to send torps after the bigger ships in the center and you have small fry in the way.
Excellent sugestion... one of the few tactical situations where magnetic is a must indeed
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Old 03-07-06, 07:00 PM   #19
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Quote:
Originally Posted by Dantenoc
There's something I don't get, though... weren't "magnetic" torps in real life set for BOTH magnetic and impact? Got really frustrated at the begining when a couple of times the magnetics would go "clank" against the target and do nothing.... well, almost nothing, a couple of times I've had it happen that they bounce back a bit after hiting the target, and then they go at it again an succeed in going "under the keel" ... anyway, the point is that there should be a way to rig the for both
You're right - real eels were either set for impact-only or impact+magnetic. It seems to be modelled in the game that way, too.

What you're probably seeing is that a deeper setting was used, anticipating a magnetic detonation, but it wasn't deep enough for magnetic or shallow enough for impact - the torpedo hit the curve of the hull and was destroyed by the hit. The magnetic pistol didn't have chance to activate, not being under the bulk of the ship yet, and the impact pistol didn't detonate because the torpedo met the hull at an angle (due to the curve of the hull).
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Old 03-07-06, 07:14 PM   #20
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Quote:
Originally Posted by Floater
You're right - real eels were either set for impact-only or impact+magnetic. It seems to be modelled in the game that way, too.
I'll try it again right now
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Old 03-07-06, 07:47 PM   #21
winters
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A shot with a mag torp 1 meter below the center keel cracks them in two each and every time.
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Old 03-07-06, 07:57 PM   #22
zzsteven
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"A shot with a mag torp 1 meter below the center keel cracks them in two each and every time."

Except for the small merch I sank 15 minutes ago. He slowly settled down and sank on an even keel. Have never seen that type of sinking before.

zz
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Old 03-07-06, 08:02 PM   #23
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Wait a minute: We have torpedoes? I've been ramming all this time.
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Old 03-08-06, 01:16 PM   #24
Sailor Steve
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Quote:
Originally Posted by Takeda Shingen
Wait a minute: We have torpedoes? I've been ramming all this time.
I'm assuming you use Rammer's 'Super-duper Bow Armor' Mod?
 
Old 03-08-06, 04:37 PM   #25
Takeda Shingen
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Quote:
Originally Posted by Sailor Steve
I'm assuming you use Rammer's 'Super-duper Bow Armor' Mod?
Yes, and the 'Man on bow with sharp sitck' mod as well.
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Old 03-08-06, 05:08 PM   #26
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:rotfl:
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Old 03-08-06, 11:07 PM   #27
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Quote:
Originally Posted by Sailor Steve
Voted "I always miss"; actually I used only magnetics until 1940, when the Powers That Be removed them all from service. I will start using them again when BdU allows them back into service-1942, I think, but I'll check again before I start using them.
Was that all magnetic torpedoes or just the electrics? I'd thought the only problem was with the depth keeping thingie (scientific term) on the electric eels (biology term) ??

So i've been keeping with all steam & letting the others figure out what the problem is with the new ones.

Or was it a problem with mags in rough waters prematurely....well you know...
? :hmm:
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Old 03-09-06, 01:19 AM   #28
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I've been rolling this around my head and haven't gotten the chance to test it out but I was wondering if anyone else has:

With the vulnerability mod, you can see the ships weak spots, my question is that, where it shows the 'keel', if you shoot a mag torp directly in the middle of that blue area, is that the equivalent of hitting a ship's fuel bunker with an impact torp? Ergo, it will split in two? Also, it seems that hitting a ship under the keel, directly below the fuel bunker does less damage than an impact shot, 4m below the waterline in the same area, maybe I was off by a meter but it seems, when I go for the fuel bunker, an impact shot at 4m will take one torp while a magnetic torp will take two in the same place to take effect.
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Old 03-09-06, 04:29 AM   #29
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Quote:
Originally Posted by Tonnage_Ace
I've been rolling this around my head and haven't gotten the chance to test it out but I was wondering if anyone else has:

With the vulnerability mod, you can see the ships weak spots, my question is that, where it shows the 'keel', if you shoot a mag torp directly in the middle of that blue area, is that the equivalent of hitting a ship's fuel bunker with an impact torp? Ergo, it will split in two? Also, it seems that hitting a ship under the keel, directly below the fuel bunker does less damage than an impact shot, 4m below the waterline in the same area, maybe I was off by a meter but it seems, when I go for the fuel bunker, an impact shot at 4m will take one torp while a magnetic torp will take two in the same place to take effect.
It seems to be the same for mag as it is for impact, the ships sink without a list if you use mag, while they seem to roll over with impact.
:hmm:
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Old 03-09-06, 04:59 AM   #30
AO1_AW_SW_USN
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Note that I'm an IXC skipper. So this may (or may not) reflect the same tonnage amounts for a Type VII U-boat skipper, all due to a smaller torpedo loadout.

Before, I averaged between 30,000-55,000 tons per patrol using the G7e Type II or Type III torpedos relying on mainly magnetic pistols. Most of the time a target took multiple hits before it sank.

Then I downloaded the Full Vulnerability Mod.

Now I average between 80,000 to 120,000 in tonnage per patrol... all due to a 90% one torpedo kill with an electrical powered, impact pistol actuated torpedo running no deeper than 8m (for the C3 Cargo).

The engine compartments, fuel bunkers and ammunition spaces are what you should aim for.The results will show!

So in all, the best results for me: IMPACT !!!!
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