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Old 06-17-07, 04:31 PM   #1
TheOx
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Default Premature Detonation and Other Mysteries

Q1:Ok, whats up with 75% of my torps detonating before the target. They're going off faster than me at the junior prom. :p

Q2: Is damage adjusted for ships in port? I put 5 torps into a tanker in port and it caught a little fire, but no sinking.

Q3: Does the magnetic influence actually work? I have put several torps under the keel a la SHIII with no joy. Only contact detonation.


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Old 06-17-07, 04:56 PM   #2
John Channing
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1) This is historically correct. If you are using mag det. then premature detonations were the norm, especially in rough seas. By '43 they deactivated them (sorry to hear about that whole "prom" thing. Hope the tux was rented).

2) I think they just continue going on, although sinking can be verrrrrry slooooow (I had one tanker that took over an hour).

3) This seems to be a problem with the metric/imperial conversions and (fingers crossed) will be addressed in patch 1.03. Sometimes they work, but, in my experience, rarely. Just like it was in 41-43.

JCC

Last edited by John Channing; 06-17-07 at 06:35 PM.
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Old 06-17-07, 04:56 PM   #3
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Quote:
Originally Posted by TheOx
Q1:Ok, whats up with 75% of my torps detonating before the target. They're going off faster than me at the junior prom. :p
It happens often inn heavy seas, even when you have "dud torpedoes" option unchecked.
There are many parameters to adjust into the files related to the torpedo reliability, you can play tweaking them.

Quote:
Originally Posted by TheOx
Q2: Is damage adjusted for ships in port? I put 5 torps into a tanker in port and it caught a little fire, but no sinking.
Was you in campaign ? Into campaign there are some ships ... flolky called "unsinkable ships"... they are not filled with cargo, ammo, fuel and they are not empty neither...

I was not able to discover what are they...

If you buld a siongle mission, with the mission editor, all cargo options reacts well to the adjusted settings, but in campaign seems to be an "extra" option... those ships are very hard to sink...

Quote:
Originally Posted by TheOx
Q3: Does the magnetic influence actually work? I have put several torps under the keel a la SHIII with no joy. Only contact detonation.
By default the detonation range for magnetic pistols are 2 meters, if the torp was out of this range, it is correct to not explode.
But you are right, there are many more settings related to the pistol and torp reliability, in SH IV magnetics seems to be not so good as in example into SH III.

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Old 06-17-07, 04:59 PM   #4
Takeda Shingen
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Quote:
Originally Posted by John Channing
(sorry to hear about that whole "prom" thing. Hope the tux was rented).
Hahaa. I just spit tea all over my monitor. I am fortunate that it is not rented either.
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Old 06-17-07, 05:48 PM   #5
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My wife says she hopes i can fix the premature detonation because its annoying .
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Old 06-17-07, 05:53 PM   #6
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Quote:
Originally Posted by TheOx
Q1:Ok, whats up with 75% of my torps detonating before the target. They're going off faster than me at the junior prom. :p
:rotfl::rotfl::rotfl:
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Old 06-17-07, 05:55 PM   #7
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Regarding magnetic detonators, see this post:

http://www.subsim.com/radioroom/show...2&postcount=42

It appears they don't work at all. When they do detonate, it seems to be due to contact hits only.
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Old 06-17-07, 07:11 PM   #8
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I think one of the problems with sinking ships in port is that it is very shallow. I noticed the same thing when I was attacking ships in port. I would look under the water with the external cam and the bow or stern would be sitting on the sea floor, yet the majority of the boat would still be above water. You have to actually blow them up to get the kill in my experience. Which, unfortunately, can take quite a few fish. I would try aiming for the weak spots in a ship to lessen the number of fish required.
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Old 06-17-07, 07:41 PM   #9
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Magnetic prematures were modeled in the stock game - but you said your using RFB - and the readme states that Beery changed the stats (aka chances) of prematures to emulate historical percentages. If you use RFB - your going to see a LOT more of these - unless you turn off the magnetic exploder and go contact only.

The stock game didnt have nearly the high percentage of failure that RFB introduces. If you unhappy with the way it plays - you can remove the specific file (or files) that affect that portion. Thankfully, Beery lists each mod and what files are changed to achieve the effect. Makes it rather easy to not only "reverse engineer" to learn more about modding yourself, but also makes it easy to take certain things out as desired.
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Old 06-17-07, 08:50 PM   #10
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Always important to remember that just because a torp passes under the keel and doesn't explode that it may not be the game's influence setting thats not working. Its possible the torpedo could simply have failed like a dud but without a report because it didn't actually make contact and not explode. This being said I've had better luck getting them to blow via influence when I set the dial to contact only... I tried to do some testing and establish how things all worked but the whole thing was pretty much hit or miss. Anymore I just go for contact shots to be safe.
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Old 06-17-07, 09:12 PM   #11
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Damn, I thought I was the only one with probs of "premature ejac... er, detonation"!!! :rotfl::rotfl::rotfl:

I've never had much luck with the magnetic influence detonators. Actually in my case, I don't "go off" at all with 'em most of the time! Much less detonate "prematurely"... I've learned to stick with contact only, and no I'm not using RFB.

Far as sinking ships in port, well I've done several. Had a photo recon mission into Hiroshima harbor in early '42, took pics of a Hiryu and a Shokaku and completed the mission. But I was feeling nasty and in a risk-taking mood, I fired 2 torps at about 600 yds and both CV's turned turtle in less than 60 seconds. Strange thing is, it took 2 or 3 more torps to kill the DD that was weighing anchor and making steam to come after me!

DH
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Old 06-18-07, 09:52 AM   #12
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Quote:
Originally Posted by John Channing
1) This is historically correct. If you are using mag det. then premature detonations were the norm, especially in rough seas. By '43 they deactivated them (sorry to hear about that whole "prom" thing. Hope the tux was rented).

JCC
Yea but 75% ?! Me thinks a wee bit stretching of the truth here.

(We all know nothing happend at the prom )

Last edited by John Channing; 06-18-07 at 01:55 PM.
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Old 06-18-07, 11:16 AM   #13
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Quote:
Originally Posted by sober
My wife says she hopes i can fix the premature detonation because its annoying .
lol!
Well, it's better from shooting duds!

Last edited by Julius Caesar; 06-18-07 at 02:44 PM.
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Old 06-18-07, 01:55 PM   #14
John Channing
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Quote:
Originally Posted by SteamWake
Quote:
Originally Posted by John Channing
1) This is historically correct. If you are using mag det. then premature detonations were the norm, especially in rough seas. By '43 they deactivated them (sorry to hear about that whole "prom" thing. Hope the tux was rented).

JCC
Yea but 75% ?! Me thinks a wee bit stretching of the truth here.

(We all know nothing happend at the prom )
Well I am currently just finishing up "Silent Victory" and while there were no actual stats kept, the feel you get from the patrol reports is that 75% would be on the light side.

(and speak for yourself. My prom night was memorable... for me, anyway!)

JCC
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Old 06-19-07, 04:08 AM   #15
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Default There's another flaw

Hi

Actually, American torpedoes had multiple flaws. The detonators were buggy, but so was the gyroscope that regulated the depth at which the torpedo ran.

On average, until mid 1943 torpedoes ran about 10-15 feet too deep. That means that that in shallow water, based on the default depth setting in imperial, your torpedo is not running at 6 feet but at 16 - 21 feet. So, it may hit the bottom when fired in shallow water.

There is also a chance, given that the torpedos are running so deep, that they hit a torpedo net. Several users on the forum have reported that they got caught in them and couldn't escape.

Hope that helps.
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