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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#14 | |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
Posts: 933
Downloads: 47
Uploads: 0
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![]() Quote:
1. Impact torpedoes punch a hole in the hull and explode. Nice, but that hole can take a long time to fill (and if you playing the GWX mod, even longer). 2. It can be fiddly getting into the "perfect" 90 AOB position if the target has passed you. 3. If you aim too low, your torp will glide off the curve of the hull. On the other hand: 3. Magnetic-pistoled torps give you much more damage... even crack the ship in two. 4. Approaches with magnetics are easier and more varied.... from pretty much around the compass except dead astern, dead ahead, and 80-110 AOB... and even then you can get lucky. 5. Finally, your magnetic torps are always ALSO set to impact.... That said... Magnetics can explode prematurely in really choppy seas. They can also pass too far under the hull, or hit it, if the ship is heaving. So in rough weather, the impact may be a safer bet (also, a ship hit in the bow in rough weather tends to sink faster). And, yes, as others have pointed out: the "reliability" issues are for immersion.... y our torps will work as reliably on Sept 1, 1939 as they will any time.. Happy hunting.
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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