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Old 05-30-07, 09:28 PM   #16
spdklls
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Quote:
Originally Posted by wstaub
Quote:
Originally Posted by spdklls
Quote:
Originally Posted by nomad_delta
spdklls: So you've actually been able to somewhat reliably get magnetic detonations by setting torpedo depths to 1-3 feet below the ship's draft? Just to confirm, are you setting your torpedos to Contact or Contact/Influence for this? (there was some speculation that the setting might be reversed, so if you're getting actual magnetic detonations that should confirm whether or not that's true)
nomad_delta
I had it set to mag influence/contact, the default. Sorry I wasn't clear on that!!
And for Me I need it to be set to Contact only to get the Magnetic Detonation. This just goes to show that the game reacts differently for some people.
:hmm: Do you play imperial or metric? I really think there is a conversion in the game code that isn't being done from metric to imp. Why on earth would the depth dial go to 50 when playing metric?:hmm: I doubt any ship ever had a draft of 200 feet!

Seriously though, are you positive the torpedo went under the keel without touching at all? It's very dificult for me to tell sometimes with the camera view.

Also, has anyone seen a mag detonate when passing next to a ship? In my exp., influence only works when passing directly under a ship, while in real life physics a magnetic field extends in all directions ( like a circle around it) with strength evenly decreasing with distance. In other words, those 'near misses' due to a DD turning sharply or speeding up should still det the warhead and blow the screws off or the rudder or something. I've seen torps go right by a ship so close you could reach out and touch it if you were riding it but not detonate. Only if the exploder goes directly under the ship's keel will it magnetically detonate (that I've seen). Can anyone confirm/ disprove this?

Do the torps in the game have a top & bottom? I mean do they always come out the tubes in the same orientation, without any spinning or twisting? Could they only sense a mag field to the top and det., with fields to the sides/ bottom not det.? I hope someone can shed some light on this for me.
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Old 05-30-07, 11:06 PM   #17
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To answer a question, yes, the game factors in a variation of torpedo depth. I believe it's a percentage so the lower you set it, the more variation. FYI.
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Old 05-30-07, 11:29 PM   #18
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As to my previous post early on, since that time I have experienced torpedo's exploding while passing under the keel on both settings. I have also experienced(Even with Duds off) torpedo's at both settings passing just under the keel and not detonating. So anymore I just set 'em to contact+influence and aiming as low as possible. My comp likes to crash when i am in external cam so I haven't been able to run too many tests though...I guess we'll have to wait until 1.3 then check things out then. They are suposably going to fix the ship dimension stuff with 1.3...
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Old 05-30-07, 11:36 PM   #19
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I think that the primitive magnetic detonators are designed to detonate when they cross the invert threshold of a magnetic field, aka where N and S flip, thus telling it quite ovbiously that 'it's time to explode now'.

As for the topedo depth gauge I believe it's done in feet. But I've been getting crappy results with it, mostly due to the apparent futility of the early war magnetic detonators.

That and recently in anything other then my S-class career it seems that I have a higher then normal rate of 'drastic torpedo failures'...

I had one explode about 15 yards out of the tube and cripple the USS Drum's foreward torpedo tubes.
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Old 05-31-07, 12:40 AM   #20
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Okay I went back and tested again and here are my results with JP Dimension fix 1.2 and RFB 1.27 enabled. When I set the Torp in training mission to Contact Influence and depth of 20 feet I get a perfect detonation. Same Depth Contact only no impact, so I was wrong on what I said before I guess.

If Any other people can test using the same factors I would appreciate it.

Last edited by wstaub; 05-31-07 at 12:52 AM.
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Old 05-31-07, 12:48 AM   #21
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I played around in the sub school this evening firing off about 2 dozen shots. I looked at the Mogami's draft of 4.4 meters, converted that to roughly 14 1/2 feet and started with 12 feet of depth on the torps. I set the torp speed on Slow to have more time to set up the camera views.

4 fired at 12 feet - 4 hits, all just above the hullblisters and one noticably higher by about 3 feet. All seemed to do about the same damage although one was a one-hit instant sinker.

4 fired at 13 feet - 4 hits all just above the hullblister, all seemed to be within 2 feet of each other. Pretty consistent.

4 fired at 14 feet - 4 hits, one below the blister, 2 above and one hit the blister I think.

4 fired at 15 feet - 4 hits, 1 above the blister, 1 on the blister, 1 below the blister and one looked dead under the keel. Oddly enough, all took out chunks except the one that went off under the keel....no damage under there that I could find.

4 fired at 16 feet - 3 hits, one in the blister so it was 2 feet high or more, one under the blister and above the keel, and one dead under the keel....THAT was impressive. Didn't sink right away but there was a large hole through the keel between the port and starboard blisters.

4 fired at 17 feet - 2 hits, one under the keel and one on the blister, 2 under the keel passed right on by and both seemed to be at least 4 feet under the keel.

So to me it seems clear that:

a) The depth setting for the torps is in feet

b) the draft is pretty accurate on the Mogamis at least

c) setting it just above the draft depth seems to give you pretty good hits with large holes and sometimes one shot kills even on larger ships

d) I'll keep on setting the torps at the draft or maybe a foot under there.
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Old 05-31-07, 01:01 AM   #22
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i still havnt seen any draft information. is there a littler recognition book like before? that was super handy. did someone steal it from us? or does the german navy just have superior intelligence.
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Old 05-31-07, 09:36 AM   #23
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I get the draft info I use from the printed manual that came packaged with the game. The length/width/height/draft of each type of ship is shown along with their pictures.
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Old 05-31-07, 05:43 PM   #24
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mine had no such thing. i got the chinese version.
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Old 05-31-07, 06:59 PM   #25
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popeye: i still havnt seen any draft information. is there a littler recognition book like before? that was super handy. did someone steal it from us? or does the german navy just have superior intelligence.
Press the N key while at the periscope or TBD to open the recog manual.
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Old 05-31-07, 08:27 PM   #26
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Default Printable Recognition manual

Quote:
Originally Posted by nomad_delta
I've read through dozens of threads concerning this topic in the forums, some of which were posted before 1.2 was released and some after, and haven't been able to come up with any definite or final answers -- thus the new thread. So here's what I'd like to establish with some kind of certainty, as of patch 1.2. Also note that while I'd love to discuss what was true in reality and historically, for the purposes of this thread I'm primarily concerned with what is currently true in-game and as of patch 1.2:


2. What measurement/unit is the torpedo depth dial displayed in (feet? meters?) and does the unit/measurement change when the game is set to Imperial or Metric or does it always use one or the other?



b. Where can I find accurate ship draft measurements for all ships that actually work in the game? I've noted that the measurements listed in the printed manual don't match the measurements presented in the in-game ship ID manual, and I have serious doubts about whether either of those accurately reflect what's actually modelled in the game, much less actual historical values. I'd be happy with any available method of solving this, such as a mod that corrects either (1) the ship models to make the drafts match the measurements in the in-game ID manual or (2) a mod that corrects the in-game ID manual to match the actual ship model drafts, or some combination thereof. I did find a mod that was supposed to correct the Jap ship model sizes, but it seemed to only related to the use of the stadimeter and not to draft lengths.

nomad_delta
delta and others,
I found a printable recognition manual for the simulation. suppose to be accurate.

SH4 Japan Recognition Manual v3.1 UPDATED RELEASE by yllekm
http://www.subsim.com/radioroom/showthread.php?t=111339

Good Hunting and Good luck with it. I will be using it. along with the in simulation one.
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Old 06-01-07, 05:49 AM   #27
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thanks!!
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Old 06-01-07, 10:56 AM   #28
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UnSalted,

Did you use magnetic or contact-only for your testing?

Thanks.
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Old 06-01-07, 11:05 AM   #29
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I used influence/contact. Never have used the Contact only. I never realized that some skippers preferred contact to keel shots until I came to this Board.
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Old 06-01-07, 11:42 AM   #30
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In my experience I don't believe the switch is reversed although it does reset after a short while, I've snapped the sub school cruiser in half a few times with influence exploders, and I've had contact exploders go off early before as well in career mode with Mk 23 torps.
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