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Old 07-05-07, 08:43 PM   #1
Iron Budokan
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Mag torps have a high failure rate, even in calm seas.
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Old 07-05-07, 09:43 PM   #2
Brag
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All torps are mag torps, it's up to you to set how are they going to run and where they are going to explode, on impact or under the keel.
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Old 07-06-07, 12:33 AM   #3
Hondo314
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Default Torpedo Detonators

Quote:
Originally Posted by Brag
All torps are mag torps, it's up to you to set how are they going to run and where they are going to explode, on impact or under the keel.
Granted, both impact and magnetic detonators are incorporated in each torpedo, but they are selectable. In game, the magnetic setting leaves both detonators enabled. Selecting the impact setting disables the magnetic detonator, leaving only the impact detonator enabled. When you say that premature detonation occurs when torpedos broach, are you suggesting that the impact of a wave against the nose of the torpedo is what triggers detonation?

I do not know the intricasies of magnetic detonators, but I imagine they work somewhat like a relay in which magnetic attraction between two contacts closes a switch to trigger detonation. Rather than an electricomaget in modern relays, the ferromagnetic metals of a ships hull disrupt the earth's magnetic field between two contacts to close the switch. Given the relative weakness of the earth's magnetic field at the surface, the contacts would have to be close to be sensitive enough. The vibrations resulting from a broaching torpedo might be enough to force the contacts to touch and close the circuit.

In summary, the forces involved with a broaching torpedo may conceivably trigger either detonator. Because both are enabled with the magnetic setting, the only way to test for sure is to send eels at shallow depths with both settings to see if there's a difference.
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Old 07-06-07, 02:01 AM   #4
Tobus
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All fine and dandy, but what about damage between impact and magnetic?
I find no difference between them, using roughly a benchmark for 1 torp per 5000 tons. But even then, I sometimes have to use 2 fish for a ship under 5000 tons.

Magnetic is for exacting the most damage possible from a torpedo on a ship's hull, by exploding underneath the ship, thus forcing all explosive force into the keel of the ship, aimed at breaking it's back. This seldom happens for me, so I have to use 2 torps either way. I therefor tend to always use impact, only using magnetic when firing on ships with to great a deflectionangle to ensure an impact hit.

Magnetic detonation under a hull should do more damage than impact detonation against a hull, but I don't see it all that much.
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Old 07-06-07, 02:08 AM   #5
Hadrys
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Quote:
Originally Posted by Tobus
Magnetic detonation under a hull should do more damage than impact detonation against a hull, but I don't see it all that much.
Until recently I was - go for magnetics - but now, impact set around 5m is very deadly! One shot for 10k or more. Magnetics do it maybe faster but a good impact can crush a tanker. I think I'm too good at this now...
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Old 07-06-07, 02:54 AM   #6
Goose_green
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I used to swear blind by using magnetic pistol, mainly for the high shock effect with the insides of the target, mainly causing fuel bunkers to explode or damaging the engine. But with the use of the GWX mod and the like I have found the impact pistols are better mainly for the sinking effect. I would rather put a dirty great big hole in the side of the target and improving my odds of sinking the target.

So it's impact pistol for me.
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Old 07-06-07, 05:15 AM   #7
SmokinTep
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I prefer impacts unless I can't get a good angle on the target, then I'll use a magnetic, and a magnetic one for any destroyer dumb enough to follow me.......
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