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Old 07-13-07, 10:39 AM   #13
nomad_delta
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Join Date: May 2007
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Thanks for the input and ideas, guys. I'll be running some further tests when I get home from work and I'll see what I can find out about the 'reliability' situation for both torpedo types (actual contact vs actual magnetic). During my earlier tests I had intentionally disabled duds, prematures, and depth-keeping problems -- to avoid having any random factors influencing my testing. Later I'll also test the "actual magnetics" for effectiveness at 'breaking' a ship when exploding well below the draft.

In case anyone's wondering, my end-goal here is to realistically model historical torpedoes and usage. If the magnetic detonators were historically unreliable (frequent duds, prematures due to waves, exploding w/o effect 10 yards in front the target while looking like a 'hit', etc...) then by all means we should have magnetic exploders that barely work in the game too -- give us a 75% or higher failure rate if that's what the real skippers had.

But we should at least have the option of switching our torpedos to 'contact only' just like the real skippers did, and experience the 'perfect 90 degree shot smashes the impact pistol' dud problem instead, until that was fixed later in the war.

Unfortunately that's not what we have in the game now -- what we have instead is an exploder switch that does nothing. I'm not sure why Ubi put it in the game at all, other than to confuse us? Obviously they intended for the switch to do something since they bothered to put it in the game. Does anyone know if any Ubi devs ever read these forums, or if there's some way to get a message to them? I'd really like to know if they acknowledge this as a bug or if they knew about it before. It seems like a huge problem to make it through 3 patches unfixed.

nomad_delta
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