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Old 11-08-10, 09:20 AM   #1
wolffpl
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Default Impact or Magnetic?

Could someone tell me the advantages and disadvantages of each one?
I always use magnetic because I think it`s best, and I don`t use impact
because I`m not sure when (or against which target) is more convenient using it.
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Old 11-08-10, 09:46 AM   #2
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A fair number of threads on this out there, but it's always a good thread!

Impacts should be aimed when you have 80-100 AOB (preferably 90), or they won't have enough "bite" to detonate... they slide off the hull. If they are too deep, the same thing happens... they slip of the curvature of the hull.

As you can imagine, this limits your tactical options somewhat.

On the other hand, they are more reliable than magnetics in rough seas... if you aim it right, you get an explosion.

Magnetics rip a bigger hole if you slip them a meter or so under the keel. Basically, the explosion creates a vacuum that the ship tries to fill, thus breaking its keel (ideally). They are also more forgiving tactically... they will go off from 0 AOB to 70, though around 30-40 is best.

However, they sometimes go off prematurely in rough weather or not go off at all (apparently there is an unreliability factor modeled in GWX, though not in stock. That factor is reduced in mid 40). Also, in rough seas, the target's pitching means the magnetic may pass too far under the hull, or hit it.

Personally, I prefer the magnetic for the tactical options and the bigger bang. I can accept a few duds. Just don't use them in rough weather.

A couple of other things. If you are playing "realistically," remember that it was impossible to switch from impact to magnetic without taking the torpedo out of the tube, switching, and reloading. However, all magnetics are also set to impact, so you can use magnetics as impacts if you want.

The weather and your tactical situation should drive your decision... the class of target doesn't matter.
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Old 11-08-10, 09:54 AM   #3
Hans Uberman
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I generally prefer magnetics, but for range greater than 700m I tend to prefer impact, as there's always the chance of a magnetic torpedo prematurely detonating, and greater range seems to increases those odds.
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Old 11-08-10, 09:56 AM   #4
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Quote:
Originally Posted by desirableroasted View Post

Personally, I prefer the magnetic for the tactical options and the bigger bang. I can accept a few duds. Just don't use them in rough weather.

The weather and your tactical situation should drive your decision... the class of target doesn't matter.
Thanks for the good advices!

About playing "realistically"...how do I take out a torpedo that has been loaded to load a new one and then change from magnetic to impact for example?. Do I need a special mod for this?
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Old 11-08-10, 10:35 AM   #5
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Not certain, but I'm guessing that he just pretends that he unloaded and reloaded the torpedo by waiting the appropriate amount of time.
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Old 11-08-10, 11:48 AM   #6
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If you uncheck the autoloading function in your weaponsscreen you can drag and drop torpedoes in and out of your tubes, as long as you have an empty slot available.
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Old 11-08-10, 12:35 PM   #7
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Quote:
Originally Posted by Hans Uberman View Post
I generally prefer magnetics, but for range greater than 700m I tend to prefer impact, as there's always the chance of a magnetic torpedo prematurely detonating, and greater range seems to increases those odds.
My rule of thumb is that if I can use the deck gun (wind 7 knots or less), I can use a magnetic. And it has been many, many patrols since I had one go off prematurely under those conditions.

8 knots and over, I weigh it. Against a deep-draft ship in winds of say, 10 knots, I feel Ok with a range of 2000-2500. In higher winds, I find the problem is not so much the chance of it going off early, but not going off at all because of the target's extreme pitching.

Oh, and yes I model the changeover time by simply taking that tube "off the books" for 30 minutes.
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Old 11-08-10, 01:09 PM   #8
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Quote:
Originally Posted by Mittelwaechter View Post
If you uncheck the autoloading function in your weaponsscreen you can drag and drop torpedoes in and out of your tubes, as long as you have an empty slot available.
That worked! it was really easy.
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Old 11-08-10, 03:11 PM   #9
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Quote:
Originally Posted by wolffpl View Post
That worked! it was really easy.
Note that all of your torpedoes are pre-set to magnetic. As for moving torpedoes around, that makes sense if you want to shift out electrics/gas torpedoes for tactical reasons. It doesn't change their pistol settings.

In short, you have four flavors early in the war:

Gas propulsion/ Impact pistol
Gas propulsion/ Magnetic pistol
Electric propulsion/ Impact pistol
Electric propulsion/ Magnetic pistol
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Old 11-08-10, 04:36 PM   #10
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Quote:
Originally Posted by wolffpl View Post
That worked! it was really easy.
Most actions/commands usually are when you know what to do....hence this community spirit we are all so proud of.

Remember, you can't swap eels from fore to aft and vice versa in a similar fashion.
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Old 11-08-10, 06:09 PM   #11
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One of my personal rules is no switching pistols in the middle of an engagement.
From what I understand, switching pistols involved removing the eels from the tubes and physically changing the pistols, not just flicking a switch on the TDC. During a reload I may switch if I think it necessary.

That being said,
I mostly use impacts until later in the war. If I do use mags, the sea needs to be calm-they tend to premature if the seas are rough.
Mags work pretty well against capital ships-the armor belt on them was designed to minimize torpedo damage.

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Old 11-08-10, 07:27 PM   #12
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Quote:
Originally Posted by opeks1 View Post
If you are hitting the target during the day and within 5000 m and it's at least '40 then use magnetic pistols and torpedoes. When it's at night (and especially) for long shots, you can and it's better to use inpact torpedoes.
That's the easiest and very basic way to explain and use cigars. Besides it depends on weather conditions and visibility.
What does night or day have to do with it? Or distance?

Don't confuse the magnetic/impact issue with the TI/TII issue. They are wholly different.
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Old 11-10-10, 05:58 AM   #13
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Quote:
Originally Posted by opeks1 View Post
Desirableroasted, mate. He asked the question about impact and magnetic fish and I just replied to it. I think it has much to do with days and nights and besides I know what the differences between torpedoes are. If you fire the gas cigar like TI, by day, it may be easily spotted by the enemy and I think that you know it very well.
You are confusing gas vs electric propulsion and impact vs magnetic detonators. What is propelling the torpedo has nothing to do with its detonator.

So, yes, TI (gas) torpedoes are easily spotted in daytime (by naval ships, but not by merchants), but what sort of detonator they are carrying is (obviously) impossible to know.
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