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Old 04-10-07, 03:41 AM   #1
horrgakx
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Default Blowing holes in ships - and sometimes not

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).


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Old 04-10-07, 03:49 AM   #2
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Yep, same here. Not sure what the cause is though.
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Old 04-10-07, 04:10 AM   #3
horrgakx
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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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Old 04-10-07, 06:27 AM   #4
Faamecanic
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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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Old 04-10-07, 06:28 AM   #5
Von Hinten
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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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Old 04-10-07, 06:30 AM   #6
U56
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Quote:
Originally Posted by horrgakx
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!
Not sure if this is a graphic setting, or a result of differing torpedo damage. I do know that when I have NOT seen damage effects, the target ship still developed a list after I hit it.

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Old 04-10-07, 06:32 AM   #7
Redwine
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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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Old 04-10-07, 10:08 AM   #8
Lawndart
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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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Old 04-10-07, 10:24 AM   #9
Capt.LoneRanger
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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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Old 04-10-07, 11:17 AM   #10
Gildor
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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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Old 04-10-07, 11:41 AM   #11
swash
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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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Old 04-10-07, 11:46 AM   #12
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Same here
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Old 04-10-07, 01:23 PM   #13
horrgakx
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Hmm... how many things in this game are reversed???!!?!
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Old 04-10-07, 04:34 PM   #14
tommyk
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No premature explosions but sometimes no damage on ships... my crew call them titaniums...
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Old 04-10-07, 04:47 PM   #15
The General
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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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