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Old 02-22-21, 07:57 PM   #1
gap
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Originally Posted by kapuhy View Post
Wait, what? That would be a huge problem as TWoS introduces so many .dat format ships that such issue would seriously degrade player's capabilities.

Ok I made a quick test with Zinbu freighter shooting 6 magnetic torpedoes at it... Well, only one detonated (and from external camera it might have gone too shallow and touch the ship). Might just have been a case of bad luck but if not, that's a bummer.
Okay, I have performed a quick forum search and after all it seems I was wrong:

https://www.subsim.com/radioroom/sho...&postcount=325

Sorry for having spread misinformation and good hunting with magnetic torpedoes on dat units as well as on GR2 ones
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Old 02-23-21, 02:50 AM   #2
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Quote:
Originally Posted by gap View Post
Okay, I have performed a quick forum search and after all it seems I was wrong:

https://www.subsim.com/radioroom/sho...&postcount=325

Sorry for having spread misinformation and good hunting with magnetic torpedoes on dat units as well as on GR2 ones
Thanks for looking it up, that's a relief

It's also an important information for modders, because if I understand TDW's post correctly it means ship's "sensitivity" to magnetic torpedo depends on how it's collision spheres are set up. At a quick glance, existing TWoS ships vary greatly in this regard:





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Old 02-23-21, 09:08 AM   #3
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Originally Posted by kapuhy View Post
Thanks for looking it up, that's a relief

It's also an important information for modders, because if I understand TDW's post correctly it means ship's "sensitivity" to magnetic torpedo depends on how it's collision spheres are set up. At a quick glance, existing TWoS ships vary greatly in this regard:
Yes, in torpedo sim file there is a max magnetic detonation range parameter, but according to the post by TDW, the density and dimensions of collision spheres below ship keels are also an important factor. This is good, because I suppose that the actual magnetic detonation range varied depending on ship mass and even on building material (wooden hulled boats shouldn't trigger any magnetic detonation); by making spheres to stick more or less from each ship's bottom, we can simulate this.
Is there any information available on German pistol's average magnetic influence ranges?
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Old 02-23-21, 11:42 AM   #4
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Good day
if I understand the question correctly, you are interested in how far from the hull of the ship the magnetic detonator should have initiated the detonation of the torpedo?
I'll look at the materials I have available.
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Old 02-23-21, 12:03 PM   #5
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Good day
if I understand the question correctly, you are interested in how far from the hull of the ship the magnetic detonator should have initiated the detonation of the torpedo?
I'll look at the materials I have available.
Yes, exactly.

An interesting essay that might contain some answers:
https://digitalcommons.georgiasouthe...99&context=etd

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Originally Posted by Aktungbby View Post
great informative post....errrrr: & I'm awfully partial to that magnetic color,

If you ask me, more radioactive than magnetic, but Yoda likes it...
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Old 03-15-21, 04:33 AM   #6
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Wow, this topic with questions did not go into oblivion. This is progress and good.

Hi, everyone, and welcome back.

I understood you correctly: the mechanics of the torpedoes remained the same as in the original game with the same shortcomings, but TDW made a solution to the issue with “magnets " by changing the Spheres and Boxes, namely, taking their geometric boundaries outside the 3D models in the files of the destruction zones in individual ships-units?
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Old 03-15-21, 05:19 AM   #7
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Originally Posted by Rosomaha View Post
I understood you correctly: the mechanics of the torpedoes remained the same as in the original game with the same shortcomings, but TDW made a solution to the issue with “magnets " by changing the Spheres and Boxes, namely, taking their geometric boundaries outside the 3D models in the files of the destruction zones in individual ships-units?
No, if memory serves, fixing the issue required an hardcoded patch, but the patch alone is not enough: some ships require their collision spheres near the keel to be adjusted for them to be subject to magnetic detonations...
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Old 02-23-21, 11:58 AM   #8
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Quote:
Originally Posted by kapuhy View Post
Thanks for looking it up, that's a relief

It's also an important information for modders, because if I understand TDW's post correctly it means ship's "sensitivity" to magnetic torpedo depends on how it's collision spheres are set up. At a quick glance, existing TWoS ships vary greatly in this regard:





great informative post....errrrr: & I'm awfully partial to that magnetic color,
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