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Old 12-05-22, 05:16 PM   #3
KarlFranz1870
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Quote:
Originally Posted by Hooston View Post
I've not run LSH for years as my computer is too slow, however...
Impact fuses will not usually explode if they get a glancing hit, they ideally need to be close to perpendicular to the hull at the impact point.

Sounds like the torpedoes are hitting the bottom of the target's hull where it curves in to the keel and are not detonating. Try setting them to run a couple of metres shallower, e.g. about 3m. I'm not sure how realistic the underwater shapes of the merchantmen are, but hitting the curve of the hull is a real problem in game.

Having mastered the impact fuses you can then try the magnetic fuses, which need to run just under the hull but do not care about the angle. When they work, which eventually is most of the time.

You can then start involving rough weather, premature detonations and all the vagaries of the HSie mod that introduces depth keeping failures (to simulate a whole bunch of other things that could go wrong). This will have you cursing and grinding your teeth like a proper Kaleun.

It would be cool to have torpedoes that ran stuck in the tube and gyro failures that circled back. Maybe one day.

US torpedoes were even more fun as not only would they run at a different depth to that set but also wouid fail to explode if they hit square on.
Thanks for the answer, apparently it was the torpedo depth mixed with the fail system of the mod. Thanks anways for the tips
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living silent hunter 3, lsh3 torp, torpedo failing rate, torpedo malfunction

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