zak
New Member
Posts: 47
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Post by zak on Mar 27, 2005 14:54:25 GMT
Got sort of a question here about the torpedoes. I play with duds on because it's more realistic, but sometimes more then half of the torpedoes i launch just bounce of the hull harmelessly. I usually launch them from 700-800 meters but somethimes they just fuss and fall to the bottom. Once I spent half of the fish on board on a tanker. Only 3 of them exploded, most just went dud. As a note this was happening in august 1940 and the torpedoes were mostly steam powered, 2 were electric.
Also i know the minimum arming range is 300 m for any fish. Do all torps fired from under 300 go dud? (never fired from that distance myself). A nice touch would have been a command to flood the torp tubes before firing, i don't think there is one.
The tutuorial on hydrophone helped lots, when are you gonna do one on radar?
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Post by Dominico Baggio on Mar 27, 2005 17:15:56 GMT
lol someone else may have to do radar! Though the basics would be the same as hydrophone i guess. I play the game where if i get killed i start again. So it may be a while before i get to radar. And i dont like to "spoil" the game by seeing all the future things too early. As for flooding the tubes press Q it floods them and if you go outside you can see the door open and the tube fill with water, its funky. On duds thats strange. It depends on the angle of the plate it hits aswell as the angle of the shot. So if it hits too low on the boat or at the pointy prow then it will glance off. The best way to see this is you have camera view and watch if it deflects its a bad angle. If it hits and then just dies, sinking into the sea its a dud fuse. If you are playing full realism though then you will just have a feeling lol. Which is very much like the real captains had. "Wait a second, those two torps were dead on!! Yet no explosion " At under 300 metres you will get the dead torp syndrome, where it just hits then sinks into the sea.
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Post by Stryker on Mar 27, 2005 18:55:19 GMT
LOL: see post under historical for answer to this ALSO: just a footnote October 1939 Uboat torpedos are SO BAD, Dönitz orders that ALL torpedos should only be fired on IMPACT and Magnetic should be DISABLED .. IMPACT still only works 80% of the time works the same as in the game (and must be changed each time you load or load a saved game) and sometimes you just get lucky ;D I broke a C2 in half with just 1 shot
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Venge
Full Member
Posts: 210
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Post by Venge on Mar 27, 2005 22:24:55 GMT
I am convinced that most of the so called dud torps are just bad angle deflections. Be aware, hit square.
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Post by Dominico Baggio on Mar 28, 2005 6:21:24 GMT
I am convinced that most of the so called dud torps are just bad angle deflections. Be aware, hit square. Nice !! you work for an advertising company dont you lol i like that one. by the way Stryker do you know when that order to switch of magnetic was given?
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Post by Stryker on Mar 28, 2005 14:33:43 GMT
Quick torpedo timeline - Facts & Myths
Prior to 1939 the magnetic pistol had known problems related to the earths magnic field and the torpedos own magnetic field due to vibration ..
In designing the G7a the Torpedoversuchanstalt (TVA = torpedo test establishment) made major error basing all testing on teoretical calculations rather than conduct trials in open ocean ..
After numerous failures Donitz orders impact only on Oct 2,39 then allows magnetic to be used again on Nov 10, 39 (more failures) ..
Early 1940 .. Gross-Admiral Raeder hold inquiry and court martials several members of the TVA for dereliction of duty for period 1936-1939
Problems continued through 1943 with magnetic semdom used and impact also having problems..
August 1943 torpedos begin using magnetic pistol developed by the Italians, originally supplied directly from Italy but later manufactued in Germany ..
Late in the war the TZ 5/Pi 4 torpedo using a combination of acoustic sensors with magnetic / impact pistols was developed however of 600 launched in combat only 58 caused explosions
not sure if the game incorporates this but..
Impact is designed to actually strike the hull
Magnetic is designed to travel under the keel and explode as the magnetic field changes when torpedo passes under the target
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