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#1 | |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
Posts: 933
Downloads: 47
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Jim, does GWX try to model the depth-keeping problem of electric torpedoes, or the unreliability of the magnetic pistols on all types of fish? Or both? I have to say, except in choppy water over long distance, my magnetics are working just as they should, with the occasional stray.
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#2 | ||
Chief of the Boat
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Choosing the 'dud torpedo' option allows the game (SH3) to apply a rondomisation factor for duds and prematures. Quote:
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#3 |
Engineer
![]() Join Date: Jul 2010
Location: Derby, UK
Posts: 200
Downloads: 86
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Thanks for the clarification. I guess my main problem with magnetic pistols was setting them to run too shallow (thinking that they would run deeper
![]() I'll try again with magnetics set a the correct depth. Thanks again. |
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#4 | |
Rear Admiral
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My understanding of magnetics is that they only need to come close enough to the hull to be within the electromagnetic field generated by it. If that happens, they go boom (unless the eel is a total dud). Whether they hit the ship or not, and where any such impact takes place, shouldn't matter. (Someone please correct me if I'm wrong.) I typically set magnetics to run within 1 meter below the ship's listed draft, but if I have any doubts about getting it close enough under the keel (due to the sea state, for instance) I'll set it for 1-2 meters above the listed draft. I've never had one hit and slide off without detonating regardless of where it makes impact. If it's close enough to make impact, it's inside the E/M field and unless it's a complete dud the detonation is already a done deal IME. That said, obviously the farther down on the hull you can punch your hole, the more likely you are to cause fatal damage. Blowing out a hole straight upwards from directly underneath the keel is optimal, but if I have any doubts I'd rather get a good hit 1-2 meters above that than nothing at all. |
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#5 |
Samurai Navy
![]() Join Date: Oct 2007
Location: Burgas/Bulgaria
Posts: 550
Downloads: 40
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Actually if a magnetic hits a ship (directly ) and doesnt explode it doesnt matter how long it will stay near the ship, it wont detonate.
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#6 | |
Chief of the Boat
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