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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Torpedoman
![]() Join Date: Apr 2008
Location: UK
Posts: 119
Downloads: 53
Uploads: 0
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![]() Quote:
It looks like 1 & 4 clipped the hull of the target and detonated by contact. 2 & 3 looked as though they should have detonated if the mag detonator was working. |
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#2 |
Grey Wolf
![]() Join Date: May 2005
Location: Somewhere over there
Posts: 834
Downloads: 46
Uploads: 0
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People please do some research on the magnetic detonators.
They were prone to more failures than successes. To add to that , the G7e quite frequently ran deeper. The failure rate for the magnetic detonator as specified in the Goblin editor files is a quite realistic 80%. They were fail. This was true for both sides of the war, the American forces in fact were mandated to switch to impact shots only....which also failed, which was not true for the German torpedo. Now, having said that one magnetic success should result in a cargo ship with a broken back, and two or three in the knocking out of a war ship. |
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#3 |
Planesman
![]() Join Date: Aug 2007
Location: Russia
Posts: 187
Downloads: 182
Uploads: 4
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I already wrote to the devs about the non-working mag detonator issue... in march or early april, I think.
They promised to fix this... but, as we see, nothing was fixed. Torpedoes are still detonating on impact at any angle, magnetic detonator is still not working. |
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#4 |
Grey Wolf
![]() Join Date: Sep 2009
Location: Egypt
Posts: 840
Downloads: 132
Uploads: 0
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fellas there must be tweak in-game to fix this or change the value to 100% success rate.. At least if you dont want to use this hack look-alike, share the way if you know it...
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