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Thread: Magnetic detonators- How far under keel will they work? | Forums

  1. #1
    After having ~8 torpedoes dud on me, in a row, on the same C-2 (cargo full of rabbit feet or something) I'd like to know a bit more about the magnetic detonators as modeled ingame.

    Also, is an in-game recognition manual for merchant ships available? I can't seem to pull it up.
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  2. #2
    after getting the recon book from the side unter the view in periscope you have two small pointers in the lower right corner - with this two pointers you can switch between all available books.
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  3. #3
    From memory 1 to 2 Meters is the General rule of thumb.

    Dont go too Deep or it will just pass straight through - better to be little more shallow as the Impact fuse will trigger (with less damage).

    Early in the war the depth holding mechanism was very unreliable and tended to send the fish too deep - so bear this in mind.

    What you know you can't explain, but you feel it. You've felt it your entire
    life, that there's something wrong with the world. You don't know what it is,
    but it's there,
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  4. #4
    the last one is merchant ships, its "heltershwertz" or somin like that.
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  5. #5
    I usually set em to run about .5 to 1 meter under the keel, depending on weather conditions. If its bad weather and the ship is rocking I I tend to go for 1 meter.

    I have found also that it has to pass under, if the torp hits the very bottom of a ship it will usually deflect due the the angle most ships have at the very base.
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  6. #6
    Yes it seems a lot of people myself included are missing the little arrow keys to switch through different recognition manuals. merchant ships are the first one up from the default US warships? I believe. I have good luck going with a set depth of one meter below.
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  7. #7
    It will probably go off at 2 meters. It is way less powerful at longer fuse depths though. if you are in even seas set it to 1 ft beyond hull depth. If the seas are a bit more uneven you have to go deeper. If the seas are really going crazy you cant even use the magnetic fuse, use impacts instead.
    Fused properly one mag torpedo will kill a C2 almost instantly. Break it in half or just tear the belly right out of it.
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  8. #8
    The Recognition manual has a section called Handelschiff which details merchant vessels, it's between US Ships and Australien schiff! Use the tiny up and dpwn arrows to move between British, US and merchant ships since the rest are pretty redundant to most of us.

    I set my magnetic torps to between 0.5 and 1 metre deeper than the keel, and it's pot luck if you sink a C2 with that in one go. I've hit them dead centre in calm waters and they sailed on like they didn't care, and I've hit them in storms and they snap like a twig. One thing I have noticed is that I've had magentic torps function perfectly, yet when they explode under the merchants keel my weapons officer shouts out that the torpedo failed! Not.
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  9. #9
    More info on this topic in the link below, inclueding a great torp screen shot.

    http://forums.ubi.com/eve/forums?a=t...3&m=7271064103
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  10. #10
    What i find annoying about the recognition manuals is, that i always have to manually switch to the page that shows the profiles on angles. I want this button to be a permanent switch. If deactivated it's only supposed to show the main profile (90â? angle) of a selected ship, if activated it's only supposed to show the angled profiles.

    Or why use a switch like that anyway? Just put the angled views on the next page, so i can browse through them fast, like i would do in a real recog manual.

    As it is, it's almost a Microsoftian design approach: "make the handling as tedious and illogical as possible". Browsing through the pages with this one superfluous extra button is really counterintuitive, finding the right ship in the book takes longer than it should in reality.
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