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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Torpedoman
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When you select the PPI radar scope icon you get the SD A scope and vice versa. Stuff like that really makes me wonder what else is in there that's totally hosed.
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#17 |
Seasoned Skipper
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You need to make sure one set on contact influence will pass close under a ship and not explode before you can definatley say this to be true...
Premature explosions are a different matter too.. Though I seem to remember doing some under the keel shooting and them not exploding.... I will retest... |
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#18 |
Seaman
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I don't think it's a problem with "contact" vs "contact & influence" but a problem with depth.
As examples, for me to get a keel shot on a large old passenger carrier (draft 28.0 feet), I set the depth for 24, and on a huge European liner (draft 27.9 feet), I have to set the depth at 20! You may just need to experiment to find some useable depths rather than using the apparently useless drafts listed in the recognition manual. |
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#19 | ||
Chief
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#20 | |
Samurai Navy
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I cannot confirm your observation. I shot ALOT of torpedos for the one experiment in sub school training. The Mogami Heavy Cruiser. Draft is stated as 4.4 meter = 14.4 feet. I shoot torpedos at 28 feet deep hit ever time contact or magnetic setting. I shoot torpedos at 29 feet deep miss under the hull every time contact or magnetic. I expected the magnetic to explode, but it does not, nor does contact only. Slow Mark 14 using auto-TDC no dud setting. I do see damage under the keel area though, at 28 feet deep with both, nice big hole underneath the hull, not in the side. The Mogami.sim file has the submerged draught set for 28 41 hex = 10.5. This means the ship is sitting into the water this deep. But according to above, the draft is really 28 feet? the 10.5 in meters ~ 34.3 feet. If you set to zero the ship will float on water. So do we change the draft? Draught is the actual depth the boat is sitting in. Check it out. You can shoot a torpedo that deep and have it explode every time. edit: corect value for .sim draft. What do you consider 'under the hull'? They do explode under the hull with massive damage, both contact and magnetic. I do not see any difference between either setting. they both hit or miss. Last edited by Jungman; 03-30-07 at 09:27 PM. |
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#21 |
Samurai Navy
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I'm not sure about this one. I just ran 3 torpedos set to contact in a row down the length of ship without a detonation. Possibly there is a separate bug that causes the magnetic detonator not to work unless the torpedo crosses perdendicular under the hull, but I would not call this one confirmed.
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#22 | |
Watch
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![]() Edit for a thought. I believe most of my under the keel hits, were aft end. As the aft of the cruiser isn't as deep as its middle hull, could it be the hit box for impact detection in the game is a rectangle box and not the accual shape of the hull?????? |
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#23 |
Officer
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Im not convinced with this.
One thing i have noticed is unlike SH3 torps you need to be within about 3ft of the keel to actually detonate. This is under half what you had with SH3 This gives less margin for error, especially in rough seas and so on. However flicking to magnetic i can get them to detonate and using contact i get them passing by underneath without going bang. I cant replicate your problem. The dial resetting when you go away from it to default magnetic is a pain though.
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#24 |
Chief
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Ok I just ran some tests and my results were inconclusive. I made a scenario in the mission builder. I posistioned my own sub a gato 1000 yards from a mogami. The mogami was not moving and it was at a 90 degree angle to my sub and I was firing right under the smoke stack. I fired 2 fish at 27ft one with contact and one with mag/contact, then at 26ft all the way down until I got an impact at 21 ft with the contact mag setting. It was definatly and impact and not a magnetic kill. I had 0 magnetic detonations with either setting. Could be because I was using the mark 14 and until I know how to change the loadout in the mission builder I won't know. The funny thing was that the most devistating hit was from a fish at a depth at 5 ft. attatched are the screenshots.
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#25 |
Officer
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Mogami does have a 5-10ft depth weak point just under the first gun forward of the bridge - the ammo store. Can get 1 shot kills quite often with it.
My testing with magnetic has generally shown me they arent reliable enough for me to risk using.
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Supporting Iran against American warmongering. |
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#26 |
Chief
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that would explain the massive hole
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#27 |
Samurai Navy
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gnirtS
ot a bit, but what country are you from? Your signature is showing someone burning an upside American flag. Plus it says Proudly supporting Iran in the up and coming war ! Is that a virus, or do you know about it? I think I would leave politics out of a game forum. ![]() http://www.whitcombe.org.uk/files/flag.burning.jpg |
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#28 |
Bilge Rat
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The other night I spent about 3 hours replaying a saved game trying to get a keel shot on a large composite freighter. I would repeatedly pass under the keel, no explosion. I eventually started decreasing depth by 1 foot and retrying the shot. I was passing under the keel every time with no explosion until I finally used a setting of 5 feet LESS than the listed draft...then I finally got consisternt explosions and damage. (No one-shot kills though). This raised a question in my mind...Did American early-war torpedos have a problem with running too deep? If so, do you suppose they modeled it in the game? Another thought...a freighter would naturally have some variance in actual versus listed draft depending on its load status. Fully loaded would ride much lower...again, could that variance be modeled in the game? I'd hate to think the recognition manual is wrong...I have enough trouble getting hits as it is!
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#29 |
Chief
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The Mark 14 torpedo ran about 15 feet deeper than it was set
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#30 | |
Loader
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