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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Grey Wolf
![]() Join Date: Oct 2005
Location: Deep Waters
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#2 | ||
Watch Officer
![]() Join Date: May 2007
Location: Buenos Aires
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#3 | |||
Grey Wolf
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Location: Deep Waters
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#4 |
Watch Officer
![]() Join Date: May 2007
Location: Buenos Aires
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uuupss, I meant a 2 meters radius would not be bad. What was the magnetic detection radius? In real life I mean.
Last edited by kv29; 06-26-07 at 10:41 AM. |
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#5 |
Eternal Patrol
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I'm not sure about the actual sensitivity radius, but that's one of the problems with any such device: if it's not sensitive enough you get non-detonations; if it's too sensitive you get way too many pre-dets.
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#6 |
Commodore
![]() Join Date: Jul 2006
Posts: 625
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just use contact detonators and forget the magnetic ones. They work sometimes but at most they dont. Even when they work they are not modeled correctly. They are not doing much more damage as they should. Ive been reading that real magnetic torpedoes are best set 5-7 meters below the keel and not just 2 or 3 feets.
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#7 |
Rear Admiral
![]() Join Date: Mar 2005
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What confuses me is that I see two settings
1.) Contact 2.) Contact/Influence I almost always use setting no 2 with good results. In other words I dont bother with changing it. If it impacts it detonates. Ive even pulled off a couple of 'beneath the keel' detonations. Im very confused about all this discussion. |
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#8 | |
Planesman
![]() Join Date: May 2007
Location: San Francisco, California
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I found that a volley of magnetic torpedos set to run just 1 foot below the depth at which a volley of contact torpedos scored 4/4 hits would consistently miss, every single time. I'm planning on doing a lot more testing of all of this once patch 1.3 is out, but for now I think it's safe to say that the magnetic influence torpedos don't work as intended. I recommend using 'contact' settings and sparing yourself the premature detonations, since there's nothing to be gained by using magnetic at the moment. nomad_delta |
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