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#1 |
Watch
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Imperial or Metric
![]() ![]() http://www.subsim.com/radioroom/show...731#post518731 Since then I've discovered that the recog manual is just plain wrong about the draft on certain ships. ![]() ![]() ![]() |
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#2 |
Planesman
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spdklls: So you've actually been able to somewhat reliably get magnetic detonations by setting torpedo depths to 1-3 feet below the ship's draft? Just to confirm, are you setting your torpedos to Contact or Contact/Influence for this? (there was some speculation that the setting might be reversed, so if you're getting actual magnetic detonations that should confirm whether or not that's true)
I guess that brings us right back to my original question #3b, "Where can I find accurate ship draft measurements for all ships that actually work in the game?" -- without accurate values for the ship drafts in the game, all of the other questions become moot. I wonder if there's a way to pull the information directly from the game data files? nomad_delta |
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#3 |
Planesman
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I just thought of another important question to add to my original list:
4. Does the year during which you are playing have any effect on torpedo running depths? I've read in several threads that historically there were many problems with torpedos during the early years of the war, including inaccurate depth mechanisms -- but it's never been really clear to me whether and how that might actually be modelled in the game. In particular most historical documents I've read (including that excellent link that The Avon Lady posted) suggested that MK14 torpedos were running 5-11ft below their intended depths due to calibration problems. Does anyone know whether the game actually tries to replicate the 1941-1943 torpedo depth issues? |
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#4 | |
Watch
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Doh
Quote:
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#5 | ||
Sailor man
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# Follow-up on Post 20 Last edited by wstaub; 05-31-07 at 12:43 AM. |
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#6 |
The Old Man
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I use only the combo setting on a non-modded game. I always shoot to hit as low as possible and when the torp has the good luck to pass under (because this torp worked, or the wave action was favorable) I get very nice destruction from proximity only detonation. Is it possible I'm getting an invisible contact detonation rather than prox? Yes.
An advantage of using the combo setting is if I fail to get it under, I will get a good contact hit low on the hull. I've yet to use more than 3 torps to sink any medium size ship. The two pax liners I've taken out so far were done both in very stormy weather with two torps. From my understanding reading the 1.3 patch list, I infer that there are discrepancies between the logical draft and the visual model so torps can "appear" to pass under visually or early when approaching the target and still explode when set to contact. It may be that the setting isn't reversed as much as the visual observation is not accurate as to what's actually happenening. Possibly the ship is larger or lower in the water in the logic than the visual. An example of getting easily confused by observation alone was the convoy halt bug after the 1st explosion. It surprised many of us to learn it was because we sank the command ship and the AI was slow to select a new command ship to set the course and speed to escape. -Pv- |
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#7 | |||
Watch
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![]() Seriously though, are you positive the torpedo went under the keel without touching at all? It's very dificult for me to tell sometimes with the camera view. Also, has anyone seen a mag detonate when passing next to a ship? In my exp., influence only works when passing directly under a ship, while in real life physics a magnetic field extends in all directions ( like a circle around it) with strength evenly decreasing with distance. In other words, those 'near misses' due to a DD turning sharply or speeding up should still det the warhead and blow the screws off or the rudder or something. I've seen torps go right by a ship so close you could reach out and touch it if you were riding it but not detonate ![]() Do the torps in the game have a top & bottom? I mean do they always come out the tubes in the same orientation, without any spinning or twisting? Could they only sense a mag field to the top and det., with fields to the sides/ bottom not det.? I hope someone can shed some light on this for me. ![]()
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#8 |
Ace of the Deep
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To answer a question, yes, the game factors in a variation of torpedo depth. I believe it's a percentage so the lower you set it, the more variation. FYI.
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#9 |
Machinist's Mate
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As to my previous post early on, since that time I have experienced torpedo's exploding while passing under the keel on both settings. I have also experienced(Even with Duds off) torpedo's at both settings passing just under the keel and not detonating. So anymore I just set 'em to contact+influence and aiming as low as possible. My comp likes to crash when i am in external cam so I haven't been able to run too many tests though...I guess we'll have to wait until 1.3 then check things out then. They are suposably going to fix the ship dimension stuff with 1.3...
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#10 |
A-ganger
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![]() I think that the primitive magnetic detonators are designed to detonate when they cross the invert threshold of a magnetic field, aka where N and S flip, thus telling it quite ovbiously that 'it's time to explode now'.
As for the topedo depth gauge I believe it's done in feet. But I've been getting crappy results with it, mostly due to the apparent futility of the early war magnetic detonators. That and recently in anything other then my S-class career it seems that I have a higher then normal rate of 'drastic torpedo failures'... I had one explode about 15 yards out of the tube and cripple the USS Drum's foreward torpedo tubes. |
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