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#1 |
Commodore
![]() Join Date: Nov 2002
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I have always played with Dud torpedoes but after having 4 dud eels in a row on a convoy attack I decided to try a patrol with it turned off just for fun.
Funny thing is a few torps would hit the target and detonate just like a hit, but i would get "torpedo missed" and there would be no damage. Its happened quite a few times now. Perhaps this is GWX 2.1 way of making sure people will always suffer from torpedo failures?? ![]() |
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#2 |
Ocean Warrior
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What year are you in? Im not sure how this is illustrated in the game, but in the beginning of the war, the torpedoes were "unstable", due to problems with the magnetic detonators (and the depth-keeping system). IRL, The kriegsmarine only conducted one (!) live test a year with the torpedoes, to see if they behaved as they should..
I always use impact settings early in the war, and speed set to fast. I also set the depth to a couple of meters above the given draft of the ship. IE; a ship with a draft at 7 meters, result in a torpedosetting at 4-5 meters. This works for me,mate!
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#3 |
Commodore
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:hmm: thanks for the info seth. its 1941. i just assumed with dud torps turned off every eel would detonate if they hit correctly or were at the proper depth. THe thing is these "strage" eels are hitting the target, or detonating underneath the target, you get the big boom, water shooting up the sides of the ship, then a "torpedo missed sir" and no damage. just have never seen it before as I always play with dud's on.
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#4 | |
Ocean Warrior
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#5 |
Ace of the Deep
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I have had the same experience twice. Once in 2.0 and once in 2.1. The torpedo detonates under the ship but seems to have no effect on the ship at all. Not simply a damage/sinking model being slow to show it's self, but no effect at all. The torpedo damage graphic doesn't appear where the torpedo impacted either. Never had the experience before 2.0 and 2.1.
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#6 |
Commodore
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#7 | |
Ace of the Deep
![]() Join Date: Nov 2005
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I have never tested the "no duds" setting so I have no experience of how it works.
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#8 |
Commodore
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oh yeah. same as 3Jane said. There is zero dmg to the ship. No blast mark, no sinking, no slowdown.
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#9 |
Ace of the Deep
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:hmm: Ok, then I don´t know. When this happens to me the ship is always damaged.
Whasn´t there another thread on this a while ago:hmm: Here http://www.subsim.com/radioroom/show...torpedo+missed but it´s inconclusive...
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![]() Last edited by Lzs von swe; 04-22-08 at 04:01 PM. |
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#10 |
Chief of the Boat
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Totally at a loss here
![]() If your playing GWX2.1 and have definitely got no 3rd party mods installed, I have absolutely no idea why this phenomena is occuring. GWX2.1 was extensively tested for a period of in excess of two months and nobody reported such problems. ![]() |
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#11 |
Navy Seal
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If you're using magnetic and a close to 90 AOB, the torpedo will go under the ship and explode on the far side. So, with magnetics it is better to have an aob less than 45 degrees to give the eel more time under the hull.
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#12 |
Commodore
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ok. yeah its wierd for sure. and like I said I only noticed it since installing 2.1 and turning of duds. oh well.
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#13 |
Grey Wolf
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Try playing with the settings such that you can use the external camera and then sit back so you can see the hull and where they are actually hitting. I frequently use magnetic pistols also, and have found that they'll hit the mark but still blow up or fail to detonate (with no damage). External camera is best to see what's going on, otherwise try to leave the periscope up so that the boat is still visible on the targeting scree (F6) and watch what the torpedo's are doing.
If the angle is good for magnetic and fails to pass under the keel but hits the very bottom hull section it frequently impacts but doesn't explode. It'll hit the ship and ricochete or fall dead. Can also happen if your setting is such that its maybe 0.1-0.2 meters under keel and it'll bounce off it rather than explode. |
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