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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Machinist's Mate
![]() Join Date: Jun 2012
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Magnetic Detonation
![]() ![]() So does Magnetic Detonation works in this game? ![]() |
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#2 |
Grey Wolf
![]() Join Date: Dec 2012
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I am pretty sure the TDW patcher has this as a patch.
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#3 |
Machinist's Mate
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Yeah i was thinking too but i have TDW_GenericPatcher_v_1_0_149_0 and all Torpedoes fixes enabled, still magnetic detonators just slides under ship keels...
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#4 | |
Navy Seal
![]() Join Date: Jan 2011
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#5 |
Machinist's Mate
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#6 | |
Navy Seal
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![]() Quote:
Besides unit format, there are other factors which might affect various torpedo failures, including magnetic detonation failures. Have you enabled TDW's torpedo failure patch? What depth under the keel are you setting your torpedoes to? ![]() |
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#7 |
Machinist's Mate
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Which one i should be using? There are 4 of them, been using this one FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
As for torpedo depth ~1m below keel. |
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#8 |
Grey Wolf
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Historically from what I have read is Magnetic detonation failed due to eels running too DEEP, and so they were set at either impact, or the depth was set higher than the keel, and the torpedo would run just a little under the target and work properly. But the Magnetic detonations were buggy, resulting in a radio order to use impact only.
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#9 |
Medic
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Yeah, because of just how finicky they are, I tend to use them only in windspeed of 3 or under, and I set their depth at about 2 meters above the keel. That way even if they run deep, they're still exploding deeper than you can set a contact fuse
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#10 |
Silent Hunter
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make sure you use the slow speed setting on the torpedo.
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