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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Bosun
![]() Join Date: Oct 2005
Location: Israel
Posts: 62
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A small convoy of six merchants and one escort warship.
I positioned myself perpendicular withing 1Km from the path of that warship. while she was passing my spot, I made a clear shot at it with automatic aim, the torpedo seem to miss.. I did that several times, setting the torpedo depth to various depths (also 1 meter) , changing the pistol to impact and then to magnetic (and back). Each time, according the map, the torpedo went directly through her, but from some odd reason, she did not explode and the torpedo kept sailing ![]() BTW, all the other torpedoes aimed to the other merchants hit. did anyone else encounter with such case? What's the solution? ![]() Temujin |
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#2 |
Weps
![]() Join Date: Aug 2006
Posts: 362
Downloads: 13
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only when firing too deep. I try for the, "finesse" shots - the ones inches/cm below the ship's keel, hoping the magnetic trigger will detonate the torp and break the ship's back (keel). However, the keel depth on at least the small tanker appears to be, "iffy"...
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#3 |
Nub
![]() Join Date: Mar 2010
Posts: 4
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I doubt very seriously that the developers thought out such realistic scenarios for this disappointing game.
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#4 |
Weps
![]() Join Date: Aug 2006
Posts: 362
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Actually, it worked like a charm in SH3, but, since then...meh! You're most likely right. Just adds some interest for me as I'm cheap and don't want to use two when one might do...
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#5 |
Bosun
![]() Join Date: Oct 2005
Location: Israel
Posts: 62
Downloads: 46
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It seems that the electric torpedoes have an 'arm trigger' longer then 1Km.
I shot that warship with a steam torpedo that blast it without any problem. Then I tried to shoot that electric torpedo type, twice. towards two merchants. One just near (~1KM) and the other farther. The close merchant did not explode and the torpedo just sailed away pass it, but the secound merchant exploded nicely. That lead me to think maybe those electric torpedoes doesn't arm themselves until >1Km or more ![]() What do you think? Temujin |
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#6 | |
Stowaway
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#7 | |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
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For example, Type II torpedo at 0-21 degrees pistol impact angle has 100% dud chance. 21-50 degree pistol impact angle has 33% dud chance. Also, by setting torps to the low speed setting, one can greatly reduce dud chances. As far as the magnetic pistols not exploding, they must be within at least 2 meters of the ship to explode. If they are set to magnetic pistols and are passing through the ships and still not exploding, perhaps it's a bug. Last edited by Drifter; 04-11-10 at 07:25 AM. |
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#8 |
Weps
![]() Join Date: Aug 2006
Posts: 362
Downloads: 13
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any richochet effect? Have you seen torp bouncing off? Generally if you hit inside arming range, the torp will simply stop as it's sinking.
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#9 |
Frogman
![]() Join Date: Apr 2010
Posts: 306
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maybe it was in rough seas? maybe the ship bounced over the torp like in sh3???
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#10 |
Bosun
![]() Join Date: Oct 2005
Location: Israel
Posts: 62
Downloads: 46
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These are not dud torpedoes !
I've tried them several times, each with different settings.
I also followed the torpedo down to the warship to see exactly what happens. In all cases, the torpedo went right under the warship keel and did not explode. Even when the torpedo was set to depth of 1.1 meter (the minimum), it went under the warships keel that is ~3.5 meters deep. That means that no matter what you set as depth for the electric torpedo, it will travel in depth that is too deep to hit a warship like that (Class A or B) That also explain why it does hit the big merchants. Their keel is deep enough so that the forced depth of the electric torpedoes does hit it. So there, Another bug to fix ![]() Temujin |
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#11 |
Rear Admiral
![]() Join Date: Mar 2005
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It could be hard as hell to hit the escorts in some of the previous versions as they were constantly changing heading and speed.
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Follow the progress of Mr. Mulligan : http://www.subsim.com/radioroom/showthread.php?t=147648 |
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#12 |
Frogman
![]() Join Date: Mar 2010
Posts: 308
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The Type II and III torpedoes have a 70% chance of depth-keeping problem to occur of 1.8-2.7 meters. Perhaps this is working as designed.
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#13 |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
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Ok. I made a quick beta mod for testing torps. I set the Type I, II, and III (non-guided) torpedoes running depths to 1 meter. Please download, test against escorts, and report back.
![]() Download here: http://www.mediafire.com/?endzynmn2uz |
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