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Old 12-01-05, 11:05 PM   #16
Trav_R
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I thought an early detonation was like 5-10 meters too early, in which case just listening or looking at the stopwatch wouldn't be accurate enough I wouldn't think. If the thing goes off before it even gets near the target then yeah I would notice, but if it's only a few meters then I think it would be near impossible to know without an external or event cam. That's what I'm asking about, how to tell an early detonation if it's only slightly early. 5-10 meters too early is a very big deal, it would barely even affect the target.
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Old 12-02-05, 01:18 AM   #17
kiwi_2005
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Quote:
If the thing goes off before it even gets near the target then yeah I would notice, but if it's only a few meters then I think it would be near impossible to know without an external or event cam.
The early detonations went of at approx half way to the target. Im yet to experience... (well i hope i dont get to experience it!)... a torpedo going off a few metres from the target. I think if it did go off a few metres from the target it would still be a hit. Cos that close to the ship would surely damage it.

You could create a mission in the editor, have the ocean rough, dud torpedos turned on and maybe put 5 big fat tankers in, then do your results from that. Thats what im doing at the moment. Dont know but to stop a early detonation i would fire at 500yrds instead of 1000 yards. Im seeing if this would eliminate the early failures.
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