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#16 | |||
Watch
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![]() 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 ![]() 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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#17 |
Ace of the Deep
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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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"When Gary told me he had found Jesus, I thought, Yahoo! We're rich! But it turned out to be something different." - Jack Handey |
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#18 |
Machinist's Mate
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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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GT USS Hammer |
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#19 |
A-ganger
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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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#20 |
Sailor man
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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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#21 |
Machinist's Mate
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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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#22 |
A-ganger
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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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#23 |
Machinist's Mate
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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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#24 |
A-ganger
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mine had no such thing. i got the chinese version.
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#25 | |
Watch
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Quote:
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#26 | |
Loader
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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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Harder Ya train in peace, the less Ya bleed in war. Ya drill as if Ya was in combat and combat becomes a drill. *****Semper Fidela's********* MudMarine, USMC 1972-1985 Aviation |
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#27 |
A-ganger
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thanks!!
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#28 |
Helmsman
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UnSalted,
Did you use magnetic or contact-only for your testing? Thanks. |
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#29 |
Machinist's Mate
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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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#30 |
Engineer
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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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