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#1 |
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![]() Join Date: Dec 2009
Posts: 27
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You would seem to be right, havent had any touble using impacts though there are more duds. It seems the ships that took two torps on magnetic and still took time to sink are destroyed instantly by one on impact though.
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#2 |
Eternal Patrol
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SH4 has the actual torpedo problems built in. Yes, magnetic exploders had problems in heavy weather, and they had problems in northern climates, closer to the magnetic north pole.
Here's the bad news: Captains reported premature detonations, and were advised to adjust the settings on the exploders. It didn't help. And, unlike the game, there was no switch that could be turned on and off. The magnetic exploders had to be removed manually, which took at least an hour to accomplish. The problems began to mount until mid-1940, when all torpedoes had the magnetic exploders removed at the depots. Want to play realistically? In 1939 the magnetic exploders are there to stay. In 1940 it's a toss-up whether you use them or not. In 1941 and most of 1942 they don't exist. Toward the end of 1942 they should be back, and they should work properly. Life is not fun for a u-boat kaleun. ![]()
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#3 |
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![]() Join Date: Dec 2009
Posts: 27
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Some new but fairly related questions. Can torpedo damage be ranked in this order from least to greatest; magnetic explosion beside the ship, impact detonation on side of ship, magnetic explosion under the keel.
Another question involves the second type of torpedo (electric one, 5km range, 30knts). With the steam torpedoes I had pretty much never missed a shot with proper preparation, now with these I have half missed in exactly the same manner twice. The first torpedo hits exactly where I aimed the second one and the second one the misses behind the ship. I'm completely lost as to what could be causing this but it certainly doesn't seem likely that i was just off that much twice in a row. |
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