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Old 08-17-10, 12:19 PM   #22
frau kaleun
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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.
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