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Old 03-09-10, 05:07 PM   #1
mchart
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Quote:
Originally Posted by SteamWake View Post
Well they were pretty bad.

Frankly i havent tried it yet.
Well, I do know that in real life they were hardly ever used because they did suck. However, I didn't figure they would suck quite this bad. Like I said, i'm getting torps to sail right under ships with basically no gap - And they simply aren't detonating. Which - It would be nice if they would detonate as that would cause a preferred amount of damage.
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Old 03-15-10, 06:29 AM   #2
molotof
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Work for me at low speed, but not at 90% it's more like 70%, don't reliable for me
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Old 03-15-10, 06:40 AM   #3
utops
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For me its always work with dude torpedo on in realism options , 1m under keel
I just realized that i never has dude so far
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Old 03-15-10, 06:59 AM   #4
EAF274 Johan
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Just a guess; is it possible that the game sometimes reports the magnetic/contact state wrong, so that it says you have them on magnetic, but they are actually on contact?
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Old 03-15-10, 08:44 AM   #5
GDFTigerTank
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Keel shots do not appear to work on "Fast" torpedo speed setting. However, on slow speed, I get a hit every time.
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Old 03-15-10, 10:13 AM   #6
Conrad von Kaiser
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Even at my paltry 15% realism setting I've had some misses with the Magnetic fuse. I just figured I'd ID'd the ship incorrectly and set the torpedo too deep. Other times however I've had them go off with little problem.

After I missed four torpedo's on the Hood though I tend to set them right at the keel depth. They'll sometimes impact at the very bottom of the keel or sometimes just a bit before impact the magnetic setting will kick in.
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Old 03-15-10, 10:21 AM   #7
remowilliams
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I've had good success with magnetic fusing and under the hull shots. Always shoot from close in and at slow speed on the torps, and I'm getting nearly all hits with a nice percentage of keel breakers.
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Old 03-16-10, 03:32 AM   #8
molotof
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Good to hear, i'll test that
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Old 03-16-10, 07:13 AM   #9
Supagoat
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I haven't seen any premature detonation duds, but I've definitely hit with magnetic fuses 1-2 meters below the keel. I've also missed with them but I don't know if it was me missing or the torpedo not detonating. I'm on 100% realism.
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Old 03-16-10, 10:35 AM   #10
raziel08
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strange thing is, they should detonate within 2meters. so the chance setting them too deep under keel goes to zero. i mean, even if you set them to 5 meter they should still detonate...
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Old 03-18-10, 04:55 AM   #11
stellaferox
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I have the same problem with non-working magnetic detonations. I'll try to set up a practice situation with the mission builder. Meanwhile does the ship sink with one torp or is it neccessary to shoot more? In SH3 the ship could be blown out of the water and broken in two with just one well aimed torp underneath.
thnx
Marc
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Old 03-18-10, 05:10 AM   #12
WOD
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For me it magnetic pistol works. For testing I used realistic except the manual targeting. 1 dud so far from the beginning of the war til april 1940. I use magnetic nearly against all merchants.

Edit: I use the "Critical Hits with Torpedos" Mod
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Old 03-18-10, 05:40 PM   #13
mobucks
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are you guys checking with the camera that the shots are detonating under the keel? I set my torps to go 1m under keel for troop transports but they always hit the actual hull, not going underneath it. I find the keel depths for the TDC are all over the place when comparing where i aim to where it actually hits (using camera)
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Old 03-19-10, 09:45 AM   #14
Conrad von Kaiser
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You'll have to take into account rough seas as well for certain attacks. Heck I had one where I set it to 2 meters under the ship and due to the waves it actually hit it on the waterline lol
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