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Old 11-09-08, 06:34 PM   #1
Loud_Silence
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Default They're all duds!!!

Im tired of watching all my torps go below the keel harmlessly. I set them just 3 feet below keel, and they still not exploding. Now my basic rule of engagement is firing the first torp set with the magnetic detonator, and two more set to hit the hull.
And its not just Mk14s, but also Mk18s, IN 1944!
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Old 11-09-08, 07:00 PM   #2
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Forget the beneath the keel shots. As you have learned they are notoriously un-reliable.

Instead set the torpedoes shallow and go for impact detonations. You will see much better results.

By the way, 3 feet is far to deep below the keel 1 foot max and even then cross your fingers.
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Old 11-09-08, 07:25 PM   #3
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Dont set it for 3 feet below the keel. Set for 1, and even then pray. Most of the keel shots I've gone for miss so I usually get the draft of the ship from the recognition manual and subtract about 7 feet from it for my shots. I prefer impact over keel.

But when a keel shot works boy its amazing to watch. Try it in the torpedo attack tutorial.
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Old 11-09-08, 08:16 PM   #4
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Three points:
  • The Mk 14's magnetic detonator almost never actually worked.
  • Mk 14s tended to run about ten feet deeper than actually set until the depth-keeping problem was solved in 1943.
  • The Mk 18 was never actually equipped with a magnetic detonator.
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Old 11-09-08, 08:26 PM   #5
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I've set mine no more than 3 feet in calm seas, less in storms. I've only had a couple of duds after 2 wars. In a convoy I use contacts in case I miss it could still hit another ship. Stock game, 1.4. Maybe I've just been lucky so far.

All MK 14's btw.
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Old 11-09-08, 08:29 PM   #6
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meh, i'm using RFB 1.52 and the torps work just like they woulda in RL...even tho i fired 5 at a destroyer...and all of them managed to blow up...
so in a sense, i waylaid a destroyer....
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Old 11-09-08, 09:18 PM   #7
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Quote:
Originally Posted by Subnuts
Three points:
  • The Mk 14's magnetic detonator almost never actually worked.
  • Mk 14s tended to run about ten feet deeper than actually set until the depth-keeping problem was solved in 1943.
  • The Mk 18 was never actually equipped with a magnetic detonator.
This is good advice. I never use the Mark VI magnetic detonator unless ordered to do so. Can't remember where but I've read that even the Germans gave up on the magnetic detonator.

Happy Hunting!

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Old 11-09-08, 10:46 PM   #8
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i havent tried any under the keel shots yet but this has got me wanting to try. :hmm:
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Old 11-09-08, 11:02 PM   #9
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Good luck, you'll need it.

Luck, that is, lots of it.
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Old 11-10-08, 03:48 AM   #10
Loud_Silence
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Quote:
Originally Posted by Subnuts
  • The Mk 18 was never actually equipped with a magnetic detonator.
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Old 11-10-08, 04:30 AM   #11
elanaiba
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I can't check THAT right now - seem to remember otherwise.

But on the other hand Mark 18s after June 1943 in the game won't have magnetic pistols anymore.
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Old 11-11-08, 02:43 AM   #12
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Quote:
Originally Posted by elanaiba
I can't check THAT right now - seem to remember otherwise.

But on the other hand Mark 18s after June 1943 in the game won't have magnetic pistols anymore.
Considering Mark 18s went into combat for the first time in September 1943 and the order had gone out the previous June to deactivate the magnetic detonator (for Lockwood's boats), I highly doubt the Mark 18 ever had a magnetic detonator.
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Old 11-11-08, 04:07 AM   #13
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Right... forgot about that

And BTW... Happy Birthday Luke
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Last edited by elanaiba; 11-11-08 at 04:18 AM.
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Old 11-11-08, 05:32 AM   #14
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Quote:
Originally Posted by elanaiba
And BTW... Happy Birthday Luke
Thanks!
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Old 11-11-08, 11:06 AM   #15
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Run default settings mostly from roughly 90 degrees AOB (75-125); rarely duds, whether impact or impact/mag. Usually requires a few hits compared to one or two decent deep/keel hits, but a hit or two on default usually slows them down and allows one to move on to other targets [and then come back and finish it off]. This is with US Mark 14 fish. German eels are better (T I); they tend to work deep and detonate under ships, and this allows for shots from all angles.

Run a few meters deeper in big swell for both sides (impact for Mark 14s); the dud rate goes up, as does the miss rate, but that's to be expected.
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