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05-09-24, 01:06 AM | #1 |
Bilge Rat
Join Date: Aug 2023
Posts: 1
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Torpedoes not exploding at all???
Soo I started playing SH3 today it's the GWX oneAlex mod. I tried single missions and even if I made the realism to zero percent, the torpedoes go under the ship and never explode. I'm getting real frustrated and as I have terrible anger management i already broke my mouse
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05-09-24, 01:10 AM | #2 | |
Gefallen Engel U-666
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welcome aboard!
Quote:
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
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05-09-24, 11:43 AM | #3 |
Soundman
Join Date: Jun 2020
Posts: 149
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Are you playing the right game?
This game is all about slow buildup of tension and meticulous detail. Chill. Press BACKSPACE to pause the game. Have a beer (or something). All of the little dials on the TDC (next to the periscope view on your mod) have to be set to the right value or you will miss. At low difficulty levels you can ask the weapons officer to do all that for you.
Running deep is caused by:
There's a lot more to it. Impact fuses like to hit square on to the ship side, magnetic fuses want to go about 1m under the target from any angle but are generally less reliable. At first you will struggle to hit anything. if you stick with it you will soon be looking for higher difficulty settings! Go to the Naval Academy and practice on the torpedo attack and convoy attack sections. Use the external views to see what you are doing wrong. The weather should be nice and the targets are set up to be hit. Last edited by Hooston; 05-09-24 at 12:07 PM. |
05-09-24, 02:15 PM | #4 | |
Lieutenant
Join Date: Jul 2008
Posts: 253
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Quote:
Is torpedo with depth - 2m above the target's keel - more destructive?
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Kapitänleutnant Vlad von Carstein - U-Flotilla Saltzwedel - U-123, Type IXB SH3 GWX 3.0 |
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05-09-24, 03:25 PM | #5 |
Soundman
Join Date: Jun 2020
Posts: 149
Downloads: 15
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No idea!
It is said that the magnetic fuses under the keel are most destructive in terms of reducing a ships overall "hit points". However I understand that the most important thing is where the torpedo strikes in relation to the various "hit boxes" in the ship structure damage model, which in turn varies ship by ship. Some people on this forum have compiled diagrams about where to aim for each ship type.
I like to go for an impact fuse fairly deep under the funnel as it is most likely to work and a ship is not going anywhere without a boiler room, even if it does not sink. But what would I know? Didn't someone find a reference that half draught is the historically correct setting? Not sure in what period or with what type of fuse. Can someone remind me? It would have been guesswork anyway because of the large variety of merchant ships and the variation of draught with load. I'm very sceptical about the way we set the magnetic eels to 1m under the keel. PS The torpedo malfunctions in bad weather are part of HSie and Stiebler's patch. There's a manual called Readme_V16B1.pdf which might be in OneAlex's compilation or you can google it. Last edited by Hooston; 05-09-24 at 03:51 PM. |
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