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Old 04-29-08, 09:41 PM   #1
OneToughHerring
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Default TI torpedo malfunction

I'm using a VIIB in feb -41 and have armed it with all TI's mainly because of the fast speed option that TII doesn't have. Anyway, the thing I really hate are duds so I have the "No duds" - option checked. However, just on my last patrol I spotted a Granville merchant and shot at it from a good enough angle and when it hit the target there was just a metallic clang and nothing. Same with torp no. 2 and 3. I was using magnetic trigger and depth of about 5-6 meters.
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Old 04-30-08, 12:33 AM   #2
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Targeting error.
You're bouncing them off the sloped underside of the hull.


Magnetic torpedoes can also detonate on contact, but you're hitting too low for that as well.

If memory serves, the draught of a Granville is 6.8 m, meaning that in a dead calm water you should be setting the depth to about 7.5m, and with a little chop in the water I'd put it at just shy of 8.
If it's choppy, aim for the center of the ship, the depth of the very center does not fluctuate as wildly as the bow and stern.

If it is very rough, you will likely miss as the ship moves up and down with the waves.
Rough weather, use contact pistols.

Also, if you are running the torpedoes on 'fast', you can also expect some failed detonations as the torpedo will pass under the target before it's magnetic field can trigger the torpedo detonation (even with "no duds", the torpedo is not a dud, it just counts as a clean miss).


If you do play with duds enabled, I think you'll find it's not that big of a deal if you're doing everything as outlined above.

The TI magnetics aren't a problem for me, even early war, the odd time I use a magnetic impact. (usually only on very calm days, against small merchants / freighters to ensure one torpedo deaths)

It is the TII's that suffer the most problems with the magnetic pistols, so they get fired impact only.

I might experience one malfunctioning torpedo, every other patrol. I've seen two "malfunctions" on one patrol once... but the second one could also have easily been targeting error, so it's inconclusive.


Regards,


Phaedrus
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Old 04-30-08, 12:47 AM   #3
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Hmm, figures then. Thanks for the info, better try either aiming lower or using impact more.
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Old 04-30-08, 12:50 AM   #4
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Here's a question to tag on here...

I'd say about 1 in 10 of my torps (both TI and TII) will explode somewhere before the target... at least 500m-1000m out. I've not been able to pin down the exact cause, as it happens randomly whether I set mag or contact pistols and independant of torpedo depth.

Has anyone else experienced this and if so, what is the cause so I can attempt to avoid it?

Thanks,
Greg
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Old 04-30-08, 02:54 AM   #5
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Yes, setting them to run shallow in rough seas can cause the occasional premature detonation. Solution is to get as close as you can while still leaving enough running distance for the torpedo to arm. Arming distance is approxamently 300M.
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Old 04-30-08, 05:25 AM   #6
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I rarely have duds, I use IMPACTS useally within 70-110° AOB.
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Old 04-30-08, 05:34 AM   #7
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treblesum, i find the same: most of my tII torpedoes will premature when set on magnetic at over 2k range

because all kinds of crap will trigger the magnetic pistol

my advice: dont use it unless you really have to, at aob around 45 degrees (so they spend more time underneath the ship) and no further than 1500 meters.

fast torpedoes at aob 90 will have passed underneath before the pistol triggers, use impact for those occasions
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Old 04-30-08, 04:27 PM   #8
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Have you ever heard the dolphins and whales on your hydrophone? That's what causing the duds
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Old 04-30-08, 07:09 PM   #9
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In rough weather and long distances disable the magnetic pistol. In general (before GWX2.1) I had good luck with magnetics, which I use a lot when attacking convoys as AOBs will not be ideal when shooting fast at multiple targets.
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Old 04-30-08, 07:16 PM   #10
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Then when is it good to put the torpedo speed at fast? If most of the time it doesnt give a successful result
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Old 04-30-08, 11:57 PM   #11
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When you have a fast moving ship at close range, or you are in a convoy and want your torpedoes to all hit at about the same time. I rarely shoot at anything beyond 2000M because there is too much of a chance of something going wrong.
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Old 05-01-08, 11:27 AM   #12
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Fast is great for impact torpedos. Also, because the run time is shorter, you minimize changes in target behavior and (to a lesser extent) aiming errors. I much prefer fast impacts, and only use electrics when I need stealth (e.g., against a convoy), and only use magnetics when I can't get a good AoB with an impact (and I can't reposition).
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Old 05-01-08, 11:29 AM   #13
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Impact every time......and magnetic on occasion March 41 onwards (depending on circumstances)
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