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Old 06-27-10, 09:03 AM   #1
irish1958
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For the first couple of years in the war, the American torpedoes had a very high failure rate (duds). This was due to the Naval Department of ordinance's failure to test them (they were afraid that if they did, the enemy would learn of the results and develop a counter-measure). In spite of not having tested the torpedoes, the Navy brass refused to believe the sub commanders reports of faulty hits and no testing was done for a couple of years. When finally tested, the found out that the sub commanders were correct: the damn things didn't work.
This is modeled in the game in SHIV.
The German torpedoes had a similar problem with the magnetic exploder, and this is modeled in the game. The BDU issued a directive to not use them until they were fixed and the defective torpedoes were used up.
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Old 06-27-10, 09:42 AM   #2
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Also with the above, make sure your not running the torpedoes to deep. I run mine at from 2 to 2.5 meters when using impact pistols.
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Old 06-27-10, 10:05 AM   #3
ralphnader23
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Try varying your depth. Like Trop III said, if you are going for impact, make sure you are setting the depth to less than 4m. If you are going magnetic try setting the depth to about a meter less than the draft of the ship. The default depth of about 5-6m will result in you bouncing off the angled part of the boat.

imagine this is a ship with the m's being the waterline (assumes a 90 AoB)
Code:
      x
mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
      x
      x <======  good, this will detonate, because it's flatter
      x
     x
    x     
  x    <======   bad, this might bounce, because of the slope of the keel.
x

<======  good, this will detonate if you have magnetic set when it goes under the ship.
That's been my experience at least.
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Old 06-28-10, 11:05 AM   #4
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Quote:
Originally Posted by irish1958 View Post
The German torpedoes had a similar problem with the magnetic exploder, and this is modeled in the game. The BDU issued a directive to not use them until they were fixed and the defective torpedoes were used up.


... So, when I can use the magnetic pistol for final solution?? I mean, from what year???
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Old 06-28-10, 11:21 AM   #5
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Somebody jump in here and correct me if I'm wrong.. but I believe setting magnetic always automatically includes impact ..

Setting impact, will disable magnetic
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Old 06-28-10, 02:23 PM   #6
irish1958
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Quote:
Originally Posted by donw View Post
Somebody jump in here and correct me if I'm wrong.. but I believe setting magnetic always automatically includes impact ..

Setting impact, will disable magnetic
That is correct.

MarinS: "... So, when I can use the magnetic pistol for final solution?? I mean, from what year???"
I think the BDU lifted the band in 1942. Jimbuna probably knows for sure and he will be along soon.
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Old 06-28-10, 03:10 PM   #7
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Quote:
Originally Posted by irish1958 View Post
Jimbuna probably knows for sure and he will be along soon.
OMG! He actually DOES log off???
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Old 06-28-10, 05:13 PM   #8
pickinthebanjo
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Quote:
Originally Posted by irish1958 View Post
That is correct.

MarinS: "... So, when I can use the magnetic pistol for final solution?? I mean, from what year???"
I think the BDU lifted the band in 1942. Jimbuna probably knows for sure and he will be along soon.
as I recall it is just after Norway falls to the Germans
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Old 06-29-10, 12:56 AM   #9
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I actually wish there were more duds. I never experience duds when a torpedo impacts the target at about a 60-90' angle and is launched from beyond the minimum range. Yet another reason why I keep getting high tonnages even on 80-95% realism.

Come to think of it, I will dig around with S3ditor right now to see if I can alter this!
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