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Old 10-10-07, 11:15 AM   #16
Ducimus
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Quote:
Originally Posted by SnowCajun
I sank the Yamato the night before last with 7 torpedoes all set at 15 foot depth and all hits on the starboard side from 1600 yards shots. The six hits stopped her and the 7th was the coup de grâce!
Using TM 1.62 or 1.63?
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Old 10-10-07, 11:38 AM   #17
Frederf
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Quote:
Originally Posted by mrbeast
The magnetic detonators do work and the switch is not just for show (I've tracked torps with the external cam and seen them run under and detonate under the keel when set to magnetic/contact).
That's not very scientific of you. I have a switch here that changes when the sun comes up! I have it set to make the sun come up in the morning. It totally controls the sun and I can prove it! I had it set to "morning" and sure enough the sun came up at about 0700am. The switch totally works.

See what I mean?

Personnally the last time I tried magnetic detonation I put about a dozen torps under a ship during a testing session by mere inches without result with every single possible setting. I ust have simply been at the stage in the war when it was All-Contact trigger only.
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Old 10-10-07, 11:48 AM   #18
Wilcke
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Quote:
Originally Posted by Ducimus
After rereading this thread, if i were to rerlease TM (and im not, no time), id pull the NSM out unless Wernersobe has a new fix.

The problem is the ships zoning and the keel. The keel zoning being flooding = ship sunk, period.

So if you remove this weekspot, large vessels due to their zone placement wont sink. Add the weakspot back in (which is what i did) and they do. THe problem is the keelzone is so freaking large, (and not as strong as other zones) that if you target it specifically, you'll get 1 fish sinkings.
Ducimus,

Thanks for the explanation, now I can understand what my eyes are seeing! LOL...old saw....believe nothing of what you hear and half of what you see...I could be wrong!

Going to PM Werner and see if he is working on anthing special at the moment.

Wilcke
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Old 10-10-07, 10:03 PM   #19
SnowCajun
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Quote:
Originally Posted by Ducimus
Using TM 1.62 or 1.63?
Okay I'm not sure what you're asking here, all I'm using is the regular game with the ver 1.3 patch, that's is.

SnowCajun
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Old 10-11-07, 08:31 AM   #20
Rockin Robbins
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Default 1 hit kills

My last 2 kills have been 1 hitters with TM 1.3 and RSM classic latest version. I'm setting depth to draft - 5 feet to allow for possible deep runners. I haven't had any pass under the keel and I'm in December 1943.
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Old 10-11-07, 09:49 AM   #21
SteminDemon13
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I too am getting better kills

Snowcajun,

In your manual on page 72 it gives a recommended depth for the various types of ships.

Battleships: 20'
Heavy Cruisers, Carriers, Large Merchants: 12'
Light Cruisers, Small Merchants, Submarines: 10'
Destroyers: 6'

On page 74 it gives you info about the life in torpedo hits.

I know many of us just run to the store, grab the game, install it, play and forget to read the manual. I too am victim of this. Ever since reading the passage on pg 72 it has helped tremendously. I too have found where I was using too many damn torps on those pesky merchants . So I read, experimented and with great sucess I have been getting one shot kills. Going back to base for torps is a loooong trip, and now my torpedo usage has since been more efficient allowing more targets for me to sink .
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Old 10-11-07, 11:35 AM   #22
SteamWake
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Quote:
Originally Posted by SteminDemon13
I know many of us just run to the store, grab the game, install it, play and forget to read the manual. .
Well actually in this case that may have been benificial

I generally refer to the recon manual in game for ship depths. I dident realize the manual even had this info in there. I may very well be usefull.
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Old 10-11-07, 05:51 PM   #23
SnowCajun
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Quote:
Originally Posted by SteminDemon13
I know many of us just run to the store, grab the game, install it, play and forget to read the manual. I too am victim of this. Ever since reading the passage on pg 72 it has helped tremendously. I too have found where I was using too many damn torps on those pesky merchants:arrgh!
Yeah I'm guilty as charged! Sheeesh.. digging for my manual. Thank you!

SnowCajun
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Old 10-11-07, 06:09 PM   #24
SnowCajun
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Quote:
Originally Posted by SteminDemon13
Battleships: 20'
Heavy Cruisers, Carriers, Large Merchants: 12'
Light Cruisers, Small Merchants, Submarines: 10'
Destroyers: 6'
On page 74 it gives you info about the life in torpedo hits.
I was off posting on a firearms forum after posting the last message here when it hit me what I'd read here. It lists "Submarines 10' " The only submarine I've ever seen to shoot at was one docked, the one with the aircraft hanger than doesn't give you credit for sinking it. Has anyone else seen, or sank, any other enemy submarines cruising around in this game, I've always missed the fact that they don't seem to be in the game? What the deal on this, were enemy subs not included in the game other than for show while parked at dock?

SnowCajun
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