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Old 03-31-07, 07:37 PM   #1
darksythe
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Default Early Detonation

Ok im in the middle of engaging a convoy, i set off 3 fish from the stern tubes in heavy seas 3 degree spread on each torp. after 20 secs run time they all detonate in the same place in open ocean. Is this to be expected? could it be due to the sea state? It was rather high seas.

If so what would you do track the convoy to smoother seas, or give up and wait for the next?
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Old 03-31-07, 08:28 PM   #2
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It was a problem, although I haven't gotten any 20-second malfunctions. I just recently started getting duds. I went through my first patrol without a single dud, and my second patrol had one or two.

Turn to "contact" detonators as much as possible. The devs tried to pull a mickey on us and the dial flips back to mags after 30 seconds -- hoping we wouldn't notice and that would simulate the difficultly of torpedomen having to crack open each torp and disable the mag-det. You have to remember to flip the switch almost every shot.
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Old 03-31-07, 08:34 PM   #3
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Ill try to keep that in mind thanks for the intel.
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Old 03-31-07, 08:39 PM   #4
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Magnetic torpedoes were notorious for premature detonations in heavy seas. This is to be expected! Contact pistols may not help, as you'll presumably be setting them to run shallower, thus putting them closer to those wave swells. Not only will you still run into premature detonations, but a torpedo broaching the surface is a perfect recipe for a circular runner.

If conditions aren't right, don't put yourself and your boat in jeopardy by carrying out a less than perfect attack.
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Old 03-31-07, 11:42 PM   #5
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Contact exploders were no different. They were very delicate and they had almost as many prematures as the magnetics had.
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Old 03-31-07, 11:54 PM   #6
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Thanks for the replies. From now on if the conditions arent right ill hold off the attack till they are. I am glad that the waves have an impact on torpedos really adds to the imersion factor.
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Old 04-01-07, 01:42 AM   #7
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Someone posted eariler that the DIALS in the game are reversed. Contact is actually magnetic, while Contact Influence is actually impact only...

However, some tests of this were inconclusive so.... in reality we are not sure of anything...
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Old 04-01-07, 02:51 AM   #8
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Quote:
Originally Posted by darksythe
Thanks for the replies. From now on if the conditions arent right ill hold off the attack till they are. I am glad that the waves have an impact on torpedos really adds to the imersion factor.
A little pep talk...Remember, regardless of the "Be more aggressive!" attitude or COMSUBPAC's stubborn insistance upon prosecuting every contact regardless of the personal risk to the boat and crew, YOU are the skipper and it's up to YOU to make the call on if that dinky 5000 ton merchant is really worth wasting a torpedo on a miss or even worse....a circular runner or alerting the Japanese to your presence and having them calling in airstrikes or destroyers. Make sure you get your men home alive...you're no good to the war effort if you're dead!
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Old 04-01-07, 03:31 AM   #9
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Once launched and upon reaching the point of arming (approx 400 yrds) they would detonate. If by some chance they made it past this there was a good probability they would make it all the way to the intended target........
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Old 04-01-07, 05:42 AM   #10
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Quote:
Originally Posted by tycho102
It was a problem, although I haven't gotten any 20-second malfunctions. I just recently started getting duds. I went through my first patrol without a single dud, and my second patrol had one or two.

Turn to "contact" detonators as much as possible. The devs tried to pull a mickey on us and the dial flips back to mags after 30 seconds -- hoping we wouldn't notice and that would simulate the difficultly of torpedomen having to crack open each torp and disable the mag-det. You have to remember to flip the switch almost every shot.
Where did you get the idea the devs did that on purpose??
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Old 04-02-07, 12:16 AM   #11
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Ive been getting that alot lately. My torps exploding in the open ocean. I though it was just another bug.
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Old 04-02-07, 12:34 AM   #12
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I have had a 1/3 failure rate, give or take. Thats why in my campaign when I engage, I let loose a salvo of 3 each time.
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Old 04-02-07, 03:49 AM   #13
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ok.. i had to replay a saved position for a nearly dozen of times for getting an idea of the premature explosions of the torpedos.. and no setting seemed to influence the matter (sent them deep or shallow & contact or magnetic).. when i was just up to give şt up i've read here at some other thread that the fast torpedo setting has a bug.. i'm using slow torpedos eversince and did not have any of the prematures for 2 patrols.. however, if it is a bug its a quite big one..
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Old 04-02-07, 01:09 PM   #14
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I had the same thing happen last night, I launched a salvo of 3 into a CA, as soon as the #1 torp reached arming distance, it predets. I reload to check the diffrent settings. Nothing would help, I figured that the duds might be determined as you begin a patrol, and therefore, the fish in tube #1 was a dud no matter what I did, it was already in the cards.
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Old 04-02-07, 01:18 PM   #15
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i had my fish come out of the water between waves with no effect on them, it was like they were in the wate rthe whole time.
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