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-   -   RA Mod - Torps Not Snaking (https://www.subsim.com/radioroom/showthread.php?t=227942)

Nukesub 10-06-16 06:34 PM

RA Mod - Torps Not Snaking
 
Ahoy Shipmates,

Not sure why I've started having this problem. I am playing DW RA 1.4 and I've noticed that my torps won't snake. I set the first digit in "FLOOR" to ZERO (which should be snake with initial turn to SB) but I note that after they've ran to their enable range and the cone turns red, they continue to go straight ahead! Shouldn't they begin to snake as soon as they go active?

This makes for hitting targets more like Silent Hunter III again :) Though they are much faster :haha:

Additional Info:
Floor (remaining 4 digits): 1000
Ceiling: 11
Mode: Direct
RTE: 75% of target range
Speed: 55 kts
Acoustics: Active
Depth: 200

Any thoughts? Its possible I'm missing something obvious (I hope not :yeah:)

FPSchazly 10-06-16 07:16 PM

Is this a Mark 48?

Nukesub 10-06-16 07:49 PM

Heh, yeah forgot to include that detail. Yes, Mk 48 ADCAP

FPSchazly 10-06-16 08:03 PM

The Mark 48 ADCAP and Mod 4 do not snake in RA :D The seeker head inside the torpedo rotates back and forth in some fashion, but the torpedo itself travels straight when active. Check out the RA weapon manual for more info. Hope this helps!

Nukesub 10-06-16 08:08 PM

Quote:

Originally Posted by FPSchazly (Post 2439185)
The Mark 48 ADCAP and Mod 4 do not snake in RA :D The seeker head inside the torpedo rotates back and forth in some fashion, but the torpedo itself travels straight when active. Check out the RA weapon manual for more info. Hope this helps!

Yes, reading through it a second time now I see what you mean! Interesting.

Thanks for the tip!


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