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06-12-17, 07:45 AM | #1 |
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Well, since the 1.01b patch, the soviet subs take a lot of killing, that's for sure. In 1.0 one Mk-48 would usually end a Victor's active career. In 1.01b it takes at least two to shut them up.
They also keep firing even after blowing emergency ballast or sinking to the bottom. I once steered my Mk-48 into the nose section of a Victor-I in order to disable its tubes, but to no avail. It just kept on spitting fish at me. On another occasion, I managed to put three Mk-48s in a Typhoon and it sat on the bottom but still launched two fish at me. I took one hit and managed to lure the other into the hissing wreck of the Typhoon. That did him in in the end |
06-12-17, 08:56 AM | #2 | |
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06-12-17, 09:07 AM | #3 |
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Given the power of modern torpedoes and the great stresses modern sub hulls are under is there any "realistic" scenario where more than one torpedo would be needed to kill a sub?
(except maybe for a monster like a Typhoon) I see videos of torps snapping destroyers in two and have to wonder how anything survives even a single hit. (has there ever been a test of such a thing?)
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06-12-17, 09:28 AM | #4 |
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Any major breach of a US pressure hull with explosives is pretty much game over. US subs can't survive flooding of any one compartment. The double-hull configuration of most Soviet subs gives them more reserve buoyancy, so they have a greater chance of surviving a torpedo hit. I have no data to back this up, however I don't think any smaller Russian SSN would survive a MK48 hit, that torpedo just has such a huge amount of explosives. Lightweight ASW torpedoes, yeah it would probably take more than one. Something big like an Oscar or Typhoon could definitely be a different story.
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06-12-17, 10:39 AM | #5 | |
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On the other hand it still has a powerful warhead and as far as I know it was like that from the start. So, perhaps we should set player hull modifier at 0.6 and enemy at 1 or 0.8. On another note, I did some testing regarding ship acceleration. And by testing I mean comparing CW to DW. Turns out it take almost twice as much time to reach flank speed in CW, than in DW. (LA class: 1:52' in Cold Waters vs 0:58' in DW). The problem is, it looks like CW doesn't take screw speed into consideration when calculating accelerations, so 0-5kn time is the same with 1/3 power as with full power. Below is a comparison of various times done with a simple stopwatch: |
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06-12-17, 10:53 AM | #6 | |
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06-12-17, 12:48 PM | #7 |
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the reduced warhead weight on beta 1.01 is double edged.
it makes tactical game play more interesting. it makes the player able to survive hits easier. However. it makes campaign play harder. because player has to travel a lot more back to base for reloads and miss mission time windows. considering the latter i've reverted to 1.00 weights. plus from the looks of data, the reduced weight is not "universal" i.e. only a few weapons got it. the Mk48 has almost the same warhead as MK37 in beta1.01 due to its warhead weight reduction, but in RL the mk37 is much lighter. |
06-12-17, 12:59 PM | #8 | |
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06-12-17, 06:53 PM | #9 | |
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