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Old 02-04-11, 01:53 PM   #1
Deathfrombelow23
Electrician's Mate
 
Join Date: Mar 2007
Posts: 134
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Default Torpedoes - magnetic vs. impact pistol

Greetings, Kaluens. I was wondering what your thoughts are on how to set your torpedoes for the most destructive result. I always use the steam torpedoes (I'm in January, 1940) and I have the abilities of my torpedo officer set to the highest level (I don't use preheat and all that though). I am running SH5 with the 1.2 patch... so I guess it's pretty vanilla. I am just surprised that it takes 2 torpedo hits to sink a Hog Island freighter... and 3 to sink a tanker. And the vessels do not slow or fall out of formation when hit. I always use magetic pistol but the torps are set shallow enough that the always hit the side, causing impact detonation. The few times I have tried to use magnetic, under the ships hull (on lone merchants) there is no noticeable difference. I thought that a well-placed eel under the hull of a Hog Island would break the back of a little ship like that?? I guess not! What are your experiences... advice, etc?? Thanks and good hunting!!
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Old 02-04-11, 04:03 PM   #2
UberJon
Bilge Rat
 
Join Date: Jul 2010
Location: Sweden
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Magnetic torpedos are bugged, that is, not working at all. All torpedos detonate on impact. About historical/accurate destruction i think some of the modds help out.
"BRF"
http://www.subsim.com/radioroom/showthread.php?t=164953

"damage assessment"
http://www.subsim.com/radioroom/showthread.php?t=165771
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Old 02-05-11, 07:27 AM   #3
Deathfrombelow23
Electrician's Mate
 
Join Date: Mar 2007
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Thank you, Herr Kaleun!! Looking forward to trying them out. Any other mods I should be aware of?? I tried installing Lite Campaign and realistic smoke using JSGME, but they don't seem to be working. I don't know what the problem is. However, I would like to try to install any mods that make this game better, and more interesting... and realistic too!
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Old 02-10-11, 08:15 PM   #4
nomad_delta
Planesman
 
Join Date: May 2007
Location: San Francisco, California
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Ugh... I remember discovering that the magnetic/impact switch didn't work in SH4 and made a video to report it to the devs...

...and it's still broken in SH *5* ?! This is damned depressing. I haven't bought SH5 yet... but I just logged on to Subsim after some time away to see what the consensus on it was. Sounds like it's buggy as hell, still, maybe even worse than SH4 was on release.

I don't really care about wiz-bang features and pretty graphics so much (although those are nice) but I want the simulation part of my sub-simming to be *accurate*! Why oh why can't Ubi just get that part right for once?

--nomad_delta
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