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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ensign
![]() Join Date: Apr 2006
Posts: 230
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I confirmed this yesterday with 3 torp hits on the same ship. One torp will blow a huge hole in the side of the ship, perhaps up to 10m in diameter. You can see the insides and everything.
However i can hit the ship with a number of torps and they won't blow holes in, I can't even see a SCRATCH! They're set to the same depth etc... (mainly because I can't work out how to see how deep a keel is). Dave |
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#2 |
The Old Man
![]() Join Date: Nov 2005
Location: USA, Massachusetts
Posts: 1,477
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Yep, same here. Not sure what the cause is though.
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#3 |
Ensign
![]() Join Date: Apr 2006
Posts: 230
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It looks like the torp didn't actually cause damage. In light of this I'd normally launch another torpedo. I'm probably wasting them!
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#4 |
Ace of the Deep
![]() Join Date: May 2005
Location: Off your Stb side with good solution
Posts: 1,065
Downloads: 44
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Same here.... sometimes the first torp will open a big hole, but more often then not NONE of my torps will make a hole. The deck gun on the other hand seems to always make multiple holes.
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#5 |
Commander
![]() Join Date: Mar 2006
Location: Netherlands
Posts: 466
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I had that too but since the ship in question didn't go down I just thought it was a dud ...
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Regardz, Von Hinten UC3 Nautilus' engineer for 45 minutes! ![]() |
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#6 | |
Helmsman
![]() Join Date: Nov 2002
Location: Rockall
Posts: 109
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Regards |
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#7 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
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In the files... all torps have random power and destroy radius.
These random values vary between two values, a minimun and a maximun value. Plus the magnetic pistols are adjusted to explode at 2 meters in stock fiiles, these 2 meters must be sustracted from the random lethal radius. Then any explosion is the same as another. If you increase the radius, the holes become giant... You can play with the settings using the MiniTweaker program from TimeTraveller. ![]() |
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#8 |
Bosun
![]() Join Date: Dec 2005
Location: Vancouver BC
Posts: 66
Downloads: 16
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I had this problem too and made sure my torps were set on impact, not magnetic. This helped but a lot but I still had the issue.
Even SH3 torps would detonate eary on magnatic pistols. |
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#9 |
Bosun
![]() Join Date: Feb 2007
Location: Germany
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Same happened here. I had a cruiser torpedoed with 3 fishes and it sank within a minute. It didn't show a single hole or damage. When I hit a small freighter from the same convoy and the same depth, it looked like I could drive my sub through the hole.
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Greets, Capt.LoneRanger ![]() |
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#10 |
Lieutenant
![]() Join Date: Jan 2007
Location: Toronto, Ontario
Posts: 251
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I believe that the general rumor is that the torpedo setting selector switch is reversed due to a bug. If you have it set to contact it is actually set to contact influence.
If you set the torps to contact influence they are in fact hitting as contact only. When they are set to contact they will still explode on contact but not always; sometimes they will explode some distance away and look like a direct hit. Wow.. my brain hurts. Anyways. In summary: set your torps to contact influence Give it a try and make your own determination.
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U-46: Oct 1943 off Portugal ![]() Last edited by Gildor; 04-10-07 at 11:55 AM. |
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#11 |
Sailor man
![]() Join Date: Mar 2007
Posts: 46
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The torpedo setting selector does seem reversed. Contact influence always explodes on impact unless the torp explodes prematuraly.
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#12 |
Grey Wolf
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Same here
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#13 |
Ensign
![]() Join Date: Apr 2006
Posts: 230
Downloads: 2
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Hmm... how many things in this game are reversed???!!?!
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#14 |
Watch Officer
![]() Join Date: Apr 2005
Location: Near U-995 (Kiel, Germany)
Posts: 337
Downloads: 5
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No premature explosions but sometimes no damage on ships... my crew call them titaniums...
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Gute Jagd und fette Beute! |
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#15 |
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
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That switch is definitely reversed, just call it bug #1,358 and add it to the long list.
Also, I have noticed that upon loading a saved game any 3D damage to your sub, you may have incurred during a patrol, has miraculously been repaired whilst out at sea. Shame, I guess that's bug #1,359.
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