<a href="#" class="seekto" data-time="1462">24:22</a> No, that was not an impact on the target but a premature explosion due to the magnetic fuse. They were not really tested in all the magnetic environments on Earth, and worse, early WWII was an intense sunspot time, with a lot of fun regarding magnetics … The first U-Boat sunk in the war was sunk due to premature torpedo explosions that were shot at an aircraft carrier.
perfect timing....stopped doing homework to eat a late lunch...and wow...one of my favorite channels to follow has a new video out...and i am so lucky...its one game I am extremely interested in it...thanks wolfpack345.
Just wanted to say that the reason you arent getting the Atlantic theater operation is because you are in la rochele, need to be in mainland germany I think and you'll get them, reason being the next two missions are in the arctic/way up north.
Crazy that this game lets you get within visual range without your diesels being heard by the escorts. I usually switch to electric once a warship comes within 10-20 km, lol.
Too bad about the early detnations. I really like this series, going back to base every other episode is so different from your usual series. Keep it going of you can.
play with periscope sway turned on. its a lot more immersive. but youll have to start a new save unless they changed it, a dev told me they would try to make it save game compatible
"Let's roleplay and say they were faulty eels." My thoughts exactly. Still a fresh game (as a full release). The game itself and the mods need some ironing out. That ship at the beginning looked very run down. Almost like a corpse.
I was going to say it was disappointing, but the KM was still experiencing some issues with magnetic pistols even in 1941-1942. Hopefully (assuming it was actually a defect and not simply a statistical result), it gets fixed soon enough.
"Two torpedoes...is that going to be enough?" Yes, it will...the Ark Royal herself was mortally wounded by a single torpedo. But WHY did you not use IMPACT exploders?!?! God, that was a dumb move to go magnetic!
Actually, the result against the historical Ark Royal was a fluke and the result of using magnetic pistols. When taking on large ships, it was always recommended that mags be used so the detonation occurred underneath the ship, vastly increasing the probability of sinking.
I havent even tried this game yet but if it is similar than Silent Hunter 3, my recommendation for a torpedo attack during rough seas and/or fierce storm is to set torpedoes to run shallow and detonate on impact.
Seeing the early detonations was heartbreaking. My immediate thought was the magnetic pistols being too sensitive and being faced with like 10 times the metal? Having one as an impact fuse would have been my go-to
Ouch man... magnetic fuse? Only at a flat angle of impact. You were square to the ship. The other one is the LUT or FAT program in which I've had the torpedo get right next to the ship and TURN AROUND. So add 200-300 meters to the distance on any of those.
The benifit of a magnetic is that it explodes under the keel of the ship and causes more damage. Being at a good angle is ideal for magnetic and non magnetic pistols.
I already sank three escort carriers in the game I am playing at the same time you play and I am more or less at the same time period as you are wolfpack (same start). I wish that carriers would not be infinite like that... especially at the time period we are playing. If you sink one, you should not see another for a a few months. Maybe the Brits do not have any in the area anymore, maybe they want to protect those that are left from u-boot, etc. Do not know why, but carriers are super easy to sink in the game. Also, never understood why you put your torpedoe depth lower than the ship's draft. You often miss like that with torps passing underneath the ships.
There is something wrong with insides of the Type II compared to Type VII... its shiny, it looks like kit submarine and as someone who made many kits of planes, tanks you name it, i must say i can make even kits look more lived in. I have museum feeling from it, not warhorse feel. I know its odd and not important but lately i have notice this alot. For example as 40K fan, the universe is dark miserable and everything is coverd in mix of blood, dust and sweat. What isnt scratched or doesnt have bullet holes is only just made things. The games dont reflect this and you see armors that shines like beacon across the battlefield. Tanks that look like they were ready for parade, uniforms perfectly maintained and it all feels like prop.
So how is your ship ID mod working as most of the decent mods, including this one are all out of date and won’t work at the moment is that right? Or can you just force the game to use them and hope for the best? Anyone? Thanks.
Ah ok just watched the whole vid. Looks like bugs ahoy with both those torps exploding. Real shame as the vanilla lacks the extra depth the mods bring in. Really really hope they can get fixed.
Was wondering why you lost the ships engineer to scuttle without charges, but I see in the comments that this might be a new plauthrough after release?