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-   -   LSH3 Torpedos not arming? (https://www.subsim.com/radioroom/showthread.php?t=254152)

KarlFranz1870 12-05-22 12:50 AM

LSH3 Torpedos not arming?
 
Hi everyone,
I have read the LSH3 manual, that talked about malfunctions for torpedos to be expected in the 1939 year due to the early research on them, but I couldn't finish the first mission with the "erprobungstelle Kiel" where you have to sink 2 still ships at sea with torpedos. The torpedos are all gas/steam ones, of the first type, I shot them at 2km range, 1km range, and 2.5km range, but it didn't seem to make any difference, they are expelled from tubes and they bounce off the underwater armor of the merchant ships. I tried also at 1m height for the torp but it didn't work aswell. Am I missing something important? Or the malfunction rate of torps isworking properly?
Thanks
:Kaleun_Salute:

Hooston 12-05-22 03:08 AM

I've not run LSH for years as my computer is too slow, however...
Impact fuses will not usually explode if they get a glancing hit, they ideally need to be close to perpendicular to the hull at the impact point.

Sounds like the torpedoes are hitting the bottom of the target's hull where it curves in to the keel and are not detonating. Try setting them to run a couple of metres shallower, e.g. about 3m. I'm not sure how realistic the underwater shapes of the merchantmen are, but hitting the curve of the hull is a real problem in game.

Having mastered the impact fuses you can then try the magnetic fuses, which need to run just under the hull but do not care about the angle. When they work, which eventually is most of the time.

You can then start involving rough weather, premature detonations and all the vagaries of the HSie mod that introduces depth keeping failures (to simulate a whole bunch of other things that could go wrong). This will have you cursing and grinding your teeth like a proper Kaleun.

It would be cool to have torpedoes that ran stuck in the tube and gyro failures that circled back. Maybe one day.

US torpedoes were even more fun as not only would they run at a different depth to that set but also wouid fail to explode if they hit square on.

KarlFranz1870 12-05-22 05:16 PM

Quote:

Originally Posted by Hooston (Post 2841052)
I've not run LSH for years as my computer is too slow, however...
Impact fuses will not usually explode if they get a glancing hit, they ideally need to be close to perpendicular to the hull at the impact point.

Sounds like the torpedoes are hitting the bottom of the target's hull where it curves in to the keel and are not detonating. Try setting them to run a couple of metres shallower, e.g. about 3m. I'm not sure how realistic the underwater shapes of the merchantmen are, but hitting the curve of the hull is a real problem in game.

Having mastered the impact fuses you can then try the magnetic fuses, which need to run just under the hull but do not care about the angle. When they work, which eventually is most of the time.

You can then start involving rough weather, premature detonations and all the vagaries of the HSie mod that introduces depth keeping failures (to simulate a whole bunch of other things that could go wrong). This will have you cursing and grinding your teeth like a proper Kaleun.

It would be cool to have torpedoes that ran stuck in the tube and gyro failures that circled back. Maybe one day.

US torpedoes were even more fun as not only would they run at a different depth to that set but also wouid fail to explode if they hit square on.

Thanks for the answer, apparently it was the torpedo depth mixed with the fail system of the mod. Thanks anways for the tips :)


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