SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter III
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 08-16-10, 11:33 AM   #1
desirableroasted
Grey Wolf
 
Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
Posts: 933
Downloads: 47
Uploads: 0
Default

Quote:
Originally Posted by CherryHarbey View Post
Sorry if I'm being really thick but are you saying that the torpedoes running deeper than set is modelled in GWX (as well as the early detonations of magnetic pistols). If so when in GWX do they start running as set.
Thanks.
I second your thickness and raise you.

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.
__________________
"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."
desirableroasted is offline   Reply With Quote
Old 08-17-10, 08:48 AM   #2
Jimbuna
Chief of the Boat
 
Jimbuna's Avatar
 
Join Date: Feb 2006
Location: 250 metres below the surface
Posts: 190,584
Downloads: 63
Uploads: 13


Default

Quote:
Originally Posted by CherryHarbey View Post
Sorry if I'm being really thick but are you saying that the torpedoes running deeper than set is modelled in GWX (as well as the early detonations of magnetic pistols). If so when in GWX do they start running as set.
Thanks.
No, GWX does not model or cause any erratic torpedo behaviour.

Choosing the 'dud torpedo' option allows the game (SH3) to apply a rondomisation factor for duds and prematures.

Quote:
Originally Posted by desirableroasted View Post
I second your thickness and raise you.

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.
Please see above.
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!!

Jimbuna is offline   Reply With Quote
Old 08-17-10, 12:11 PM   #3
CherryHarbey
Engineer
 
Join Date: Jul 2010
Location: Derby, UK
Posts: 200
Downloads: 86
Uploads: 0
Default

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) and so hitting the curved section of the bottom of the hull rather than passing under it.
I'll try again with magnetics set a the correct depth.
Thanks again.
CherryHarbey is offline   Reply With Quote
Old 08-17-10, 12:19 PM   #4
frau kaleun
Rear Admiral
 
Join Date: Nov 2009
Location: Skyri--oh who are we kidding, I'm probably at Lowe's. Again.
Posts: 12,706
Downloads: 168
Uploads: 0


Default

Quote:
Originally Posted by CherryHarbey View Post
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) and so hitting the curved section of the bottom of the hull rather than passing under it.
I don't think this would matter with magnetics - only impacts. With an eel set to detonate on impact, the angle of impact is crucial - that's why the AOB is so important, as well as making sure the eel doesn't hit too far down on the curvature of the hull.

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.
frau kaleun is offline   Reply With Quote
Old 08-17-10, 12:29 PM   #5
BulSoldier
Samurai Navy
 
Join Date: Oct 2007
Location: Burgas/Bulgaria
Posts: 550
Downloads: 40
Uploads: 0
Default

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.
__________________

By the hour !
BulSoldier is offline   Reply With Quote
Old 08-17-10, 02:00 PM   #6
Jimbuna
Chief of the Boat
 
Jimbuna's Avatar
 
Join Date: Feb 2006
Location: 250 metres below the surface
Posts: 190,584
Downloads: 63
Uploads: 13


Default

Quote:
Originally Posted by CherryHarbey View Post
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) and so hitting the curved section of the bottom of the hull rather than passing under it.
I'll try again with magnetics set a the correct depth.
Thanks again.
You could also experiment....set a magnetic at 1 or 2 metres
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!!

Jimbuna is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 05:10 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.