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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
XO
![]() Join Date: Jul 2009
Location: Preston, Lancs, UK
Posts: 418
Downloads: 137
Uploads: 0
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Karma is a bitch
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Forget death - I'll take dishonour! [SIGPIC][/SIGPIC] TMO 2.5 1.5 Optical Targeting Correction 031312 for TMO 2.5 1.5 OTC Realistic Scopes for TMO TheDarkWraith_DC_Water_Disturbance_v2_0_SH4 Improved Stock environment v3_TMO&RFB TMO_Alt_engine-sounds TMO_Alternate_JS_Radar_performance TMO17_19_different_smoke |
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#2 |
Swabbie
![]() Join Date: Aug 2013
Posts: 14
Downloads: 14
Uploads: 0
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#3 |
XO
![]() Join Date: Jul 2009
Location: Preston, Lancs, UK
Posts: 418
Downloads: 137
Uploads: 0
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If you can find it, Ducimus' "Weather Rock" post is well worth your time. In a nutshell, the mag. pistol is prone to premature detonation, but has relatively few duds, the impact pistol is immune to premature detonation but has lots of duds. Premature detonation happens most in rough seas, so if the sea is rough, go with impact. If the sea is calm go with magnetic. Try to avoid 90 degree impacts with the impact pistol.
I was going to say I'm glad the issue resolved itself, but given what that entails..... ![]()
__________________
Forget death - I'll take dishonour! [SIGPIC][/SIGPIC] TMO 2.5 1.5 Optical Targeting Correction 031312 for TMO 2.5 1.5 OTC Realistic Scopes for TMO TheDarkWraith_DC_Water_Disturbance_v2_0_SH4 Improved Stock environment v3_TMO&RFB TMO_Alt_engine-sounds TMO_Alternate_JS_Radar_performance TMO17_19_different_smoke |
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#4 |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
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You can get premmies in rough sea using the contact detonator
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#5 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() Not to rain on anybody's parade, but the way the game simulates the exploder function is complete nonsense. In the US Mk. VI exploder (the one used in the Mk. 14 torpedo), there was no setting the exploder to "magnetic" or "contact"; it was a dual function device. The magnetic feature was sometimes disabled by cutting wires (so I've read), and rendering the exploder a contact only unit. This was a permanent change and until fairly late in the war, AGAINST ORDERS. Because of this, it was not generally admitted, and tended to obscure the actual number of exploder failures. |
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#6 | |
XO
![]() Join Date: Jul 2009
Location: Preston, Lancs, UK
Posts: 418
Downloads: 137
Uploads: 0
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![]() Quote:
It occurs to me that if time travel were developed, somebody somewhere would use it in an attempt to tweak history to better fit the dynamics of a game such as this one. Anyone feel like writing that story?
__________________
Forget death - I'll take dishonour! [SIGPIC][/SIGPIC] TMO 2.5 1.5 Optical Targeting Correction 031312 for TMO 2.5 1.5 OTC Realistic Scopes for TMO TheDarkWraith_DC_Water_Disturbance_v2_0_SH4 Improved Stock environment v3_TMO&RFB TMO_Alt_engine-sounds TMO_Alternate_JS_Radar_performance TMO17_19_different_smoke |
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#7 |
Ensign
![]() Join Date: Jul 2013
Location: Chicago-ish, USA
Posts: 223
Downloads: 14
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Good idea Vino, I'll just pop in my Tardis & go back to the 30's to the early design stage of the magnetic exploder and convince them the user should be able to select between magnetic & contact detonation! I wouldn't at ALL be motivated to correct the problem entirely, after all SHIV is the important thing!
![]() Actually, if I were feeling whimsical and could manipulate time & space, after a lifetime of preventing horrendous evils I'd just want to make a universe where Cindy Crawford, Rita Hayworth & Liv Tyler knew my name. I'd call that a good day's work. ![]() |
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