SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-27-10, 11:53 AM   #1
Anti_Ship_Fella
Seaman
 
Join Date: Jul 2007
Location: Somewhere in the universe
Posts: 31
Downloads: 18
Uploads: 0
Default [REQ] Mag detonator

I am trying to do some keel shots...and i set the pistol to magnetic detonator ON (the crewman says that too) It passes inches below the ship...and no boom...what the? Can someone fix this please?
Anti_Ship_Fella is offline   Reply With Quote
Old 03-27-10, 02:58 PM   #2
Krieg87
Swabbie
 
Join Date: Mar 2010
Posts: 11
Downloads: 71
Uploads: 0
Default

Could it be the early war magnetic pistol issues (misfires, prematures, etc.) ?
__________________
My hats off to all the modders!
Krieg87 is offline   Reply With Quote
Old 03-27-10, 03:01 PM   #3
kylania
Silent Hunter
 
Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
Default

They work best at slow speed.
__________________

kylania is offline   Reply With Quote
Old 03-27-10, 04:39 PM   #4
Junglist
Watch
 
Join Date: Jan 2006
Posts: 25
Downloads: 21
Uploads: 0
Default

Already posted this in Bugs thread, so just an illustration ot the problem:


speed was set to medium, dud torpedoes was turned off before loading this test mission
Junglist is offline   Reply With Quote
Old 03-27-10, 04:55 PM   #5
emtguf
Machinist's Mate
 
Join Date: Oct 2005
Posts: 128
Downloads: 44
Uploads: 3
Default

One thing ive noticed is keel depth shown in the torp depth screen isn't always correct. So it looks as though you are 1m below the keel and infact are much deeper causing it not to go off.

Tested this using external camera, and no duds,.
emtguf is offline   Reply With Quote
Old 03-27-10, 05:43 PM   #6
kylania
Silent Hunter
 
Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
Default

Quote:
Originally Posted by Junglist View Post
Already posted this in Bugs thread, so just an illustration ot the problem:


speed was set to medium, dud torpedoes was turned off before loading this test mission
That video is also using a non-standard TDC. Are you 100% sure that the magnetic detonators were actually active? I remember reading somewhere that the dials weren't always activating them properly. I'm not seeing in the chat window of that example the message that Magnetic was enabled.

Run that example again using a stock TDC, or at least manually set magnetic on before each shot. That will prove if it's the game or not.
__________________

kylania is offline   Reply With Quote
Old 03-27-10, 05:57 PM   #7
7thSeal
Samurai Navy
 
Join Date: Mar 2010
Posts: 592
Downloads: 199
Uploads: 0
Default

Quote:
Originally Posted by kylania View Post
That video is also using a non-standard TDC. Are you 100% sure that the magnetic detonators were actually active? I remember reading somewhere that the dials weren't always activating them properly. I'm not seeing in the chat window of that example the message that Magnetic was enabled.

Run that example again using a stock TDC, or at least manually set magnetic on before each shot. That will prove if it's the game or not.
I've had several which would've went off if truly magnetic but still passes under keel. A depth of 6.8 seems to be my maximum with most tankers and cargo which sets it off... but that is still an impact hit with that depth.

With standard TDC I'm not sure but dislike it too much to try it.
7thSeal is offline   Reply With Quote
Old 03-28-10, 07:04 AM   #8
lorka42
Planesman
 
Join Date: Jan 2010
Posts: 190
Downloads: 35
Uploads: 5
Default

You could tweak the range of the mag det to like 15m and shoot way under to see if its working at all...
lorka42 is offline   Reply With Quote
Old 03-28-10, 07:40 AM   #9
Turm
Engineer
 
Join Date: Mar 2007
Location: Midlands, UK
Posts: 210
Downloads: 17
Uploads: 0
Default

They don't work. I've tested with the stock installation, dud torpedoes turned off, and fired at all different depths to ensure I'm getting close to the keel. Always at slow speed too. And I toggled the magnetic pistol off/on to make sure it was enabled as per the crew dialogue box.

Heck, I even fired shots below the keel with impact pistol, in case the impact/magnetic setting was actually mixed up in the game!

I've also fired torps along the full length of ships from bow to stern and they never go off.

So yes, I'm almost certain they're completely broken.
Turm is offline   Reply With Quote
Old 03-28-10, 08:49 AM   #10
wamphyri
Lieutenant
 
wamphyri's Avatar
 
Join Date: May 2004
Location: Lethbridge, Alberta
Posts: 260
Downloads: 40
Uploads: 0
Default

do dud torpedoes even work? I've never had one.. only malfunction
wamphyri is offline   Reply With Quote
Old 03-28-10, 05:38 PM   #11
Turm
Engineer
 
Join Date: Mar 2007
Location: Midlands, UK
Posts: 210
Downloads: 17
Uploads: 0
Default

I've seen a couple of reports from people saying that their torpedo ran around in a circle causing them to take evasive action, but no reports of premature detonations yet.
Turm is offline   Reply With Quote
Old 03-28-10, 05:40 PM   #12
Anti_Ship_Fella
Seaman
 
Join Date: Jul 2007
Location: Somewhere in the universe
Posts: 31
Downloads: 18
Uploads: 0
Default

DUDS OFF i will try to get screens ASAP
Anti_Ship_Fella is offline   Reply With Quote
Old 03-28-10, 05:58 PM   #13
Turm
Engineer
 
Join Date: Mar 2007
Location: Midlands, UK
Posts: 210
Downloads: 17
Uploads: 0
Default

They're not the best, but I already have some

Using the test mission that is available in the BRF/BARF mod thread, here's a torpedo shot along the length of a ship, from stern up to the bow:

- Dud torpedoes: OFF
- Speed: Slow
- Depth: Approx 2-3m below the keel (as seen in the pics - almost half the torpedo's length)
- Pistol: Magnetic (Checked on!)

Yes, some might say it's too deep, but I made around 20 test shots and had torpedoes almost scrape by the keel of the ship, and they still didn't go off. The only ones that exploded were those that impacted the ship, even at the shallowest, most glancing of angles.









Turm is offline   Reply With Quote
Old 03-28-10, 06:04 PM   #14
wamphyri
Lieutenant
 
wamphyri's Avatar
 
Join Date: May 2004
Location: Lethbridge, Alberta
Posts: 260
Downloads: 40
Uploads: 0
Default

Quote:
Originally Posted by Turm View Post
I've seen a couple of reports from people saying that their torpedo ran around in a circle causing them to take evasive action, but no reports of premature detonations yet.
I've had 1 premature detonation. But never any duds.
wamphyri is offline   Reply With Quote
Old 03-29-10, 03:52 AM   #15
mobucks
Seasoned Skipper
 
Join Date: Jan 2010
Posts: 713
Downloads: 209
Uploads: 0
Default

also had a few prematures, no circle runners, no duds.

ive also tested this quite a bit and can never get under keel shots to go off.

Also, the keel depth gauge on TDC after IDing target can sometimes be way off, that or the torpedo simply isnt going to the specified depth i set it to. FE. I usually do 6.8m for troop transports, which is more or less 1m below keel on the gauge, but using camera the torp still hits the ship.



grrrr we need a patch this and the stadmeter is killing the game for me.
mobucks is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:47 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.