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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Lieutenant
![]() Join Date: May 2004
Location: Lethbridge, Alberta
Posts: 260
Downloads: 40
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#17 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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magnetic detonations hasn't worked since SH3.
I tried many times to get it to work in SH4 to no avail. Seems SH5 is the same way. A shame really. |
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#18 |
Swabbie
![]() Join Date: May 2005
Posts: 10
Downloads: 4
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Magnetic detonation always worked in sh4 for me, you just needed to be fairly close...
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#19 |
Swabbie
![]() Join Date: May 2005
Posts: 10
Downloads: 4
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Update, i shot a torpedo on magnetic detonation mode, slow speed, went right under the keel so close the model clipped into the bottom of the boat i was shooting at and it still didnt go off.
Something needs to be fixed. Ive been playing as realistically as possible and i've got 375,000 tons before 1941, help.... me.... *gunshot* (More dud torpedoes and the ability to have low damage torpedoes with realistic flooding would go a long way, along with compitant destroyer AI. |
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#20 | |
Planesman
![]() Join Date: Aug 2007
Location: Russia
Posts: 187
Downloads: 182
Uploads: 4
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#21 | |
Helmsman
![]() Join Date: Apr 2005
Posts: 106
Downloads: 41
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#22 |
Black Magic
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same here. No problems with magnetic detonators in SH3.
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#23 |
Engineer
![]() Join Date: Apr 2007
Location: Conning Tower - repairing the radar.
Posts: 200
Downloads: 8
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Well .... maybe three other plausable explainations for dud mag pistols ...
The pistols work fine but ... 1. Maybe the new ship files don't contain a swith to activate a mag pistol when it gets close or perhaps it's off. ie, we have wooden ships not iron. 2. Maybe the ships are missing a a fake hit box below the keel .... or maybe the keel hit box data doesn't have a switch turned on. 3. Maybe they added deguassing material to the ship's hull at the last moment before release but never tested it fully.. I dunno .... Has anyone sat down and fired at all the ship types in the game to verify every single ship won't activate the pistol? Rob |
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#24 |
Ace of the Deep
![]() Join Date: Mar 2005
Location: Bucharest, Romania
Posts: 1,058
Downloads: 3
Uploads: 3
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Magnetic detonation is under investigation right now.
__________________
With strength I burn... |
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#25 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
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\o/ That's great news! Thanks so much.
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#26 |
Seaman
![]() Join Date: May 2007
Posts: 40
Downloads: 182
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I have had plenty mag detonations go off up to 2 metres under the keel of larger ships although I usually use 1.5, set slow speed and even with duds enabled most work. By default the tI steam torps have mag enabled, tII are off by default, are you folks sure you are not actually turning it off, or perhaps messing about with the toggle breaks them in some way. Also make sure you are correctly identifying your target to get the right draft to set torps, both steamers and liberty cargo have a 2 metre shallower draft than the others and are the most common cargo ships seen, and regardless of what an external cam displays you have no chance in hell of getting a mag det if you are 2 metres off, the external cam can be way off, never use it to evaluate an kind of performance, it's more of an action cam than a cm perfect representation of the underlying simulation.
BTW yes there are duds, I had a boat destroyed by a premature detonation, and on a couple of occasions had a torp reported as a dud by my xo. No idea if difficulty has anything to do with it but I play on 100% realism. Last edited by B_O_L_T; 04-02-10 at 07:12 AM. |
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#27 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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I never said it DIDNT work in SH3. I said "since" SH3.. meaning after it.
I used mag pistols religiously in SH3. ~2m under the ship. BOOOM!!! With SHIV, i did the same things and nothing (fleet boat with standard torpedo). After alot of testing I had to be so close underneath it that it actually scraped he bottom of the keel as it went by... so IMO that was not a mag det but instead was impact that set it off. It's the same way in SH5, so i guess it's still broke. |
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#28 |
Planesman
![]() Join Date: Jan 2010
Posts: 190
Downloads: 35
Uploads: 5
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I've made mods for myself that increased the mag det range, to about 200m, and the torps went off, although I never did set dpeth manually, I dont think, but they did go off @200m away from the ships, perhaps it is that the value (2) utilized for magnetic detonation isnt 2m but some other arbitrary value, as in crush depth. One way to check this would be to raise the mag det to, say, 10m and see what happens with a keel shot. Just an idea, as I have absolutely no time to test, or even fire the game up, probably for a couple weeks, work has me running ragged, did 72 hrs last week....ffs...
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#29 | |
Medic
![]() Join Date: Oct 2009
Posts: 163
Downloads: 123
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Perhaps in Stock SH4. Magnetics do indeed work in RFB, TMO and OM. I use them all the time myself. |
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