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Old 04-30-12, 07:17 PM   #136
yubba
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Default can we have a ensign Parker ????



WHOOOOPs,,,,would you look at that, that's going to be some mod

Last edited by yubba; 04-30-12 at 07:30 PM.
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Old 04-30-12, 08:39 PM   #137
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I figure if Alex can do this?





I'd have been a fool not to ask him to help!!


@peabody,

Real Life comes first Mate.
Any advice or knowledge is welcome at any time.
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Old 04-30-12, 09:12 PM   #138
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WHOOOOPs,,,,would you look at that, that's going to be some mod
yeah that too
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Old 05-01-12, 03:49 PM   #139
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Well, AI torpedoes are possible.If you recall, someone did my a IJN patrol boat with AI launched torpedos, think it was miner.Ship pack one includes the boat and instructions.:EDIT:
Twas Darkfish, not miner. http://www.subsim.com/radioroom/show...154068&page=13
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Old 05-01-12, 05:08 PM   #140
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Originally Posted by Bubblehead1980 View Post
Well, AI torpedoes are possible.If you recall, someone did my a IJN patrol boat with AI launched torpedos, think it was miner.Ship pack one includes the boat and instructions.:EDIT:
Twas Darkfish, not miner. http://www.subsim.com/radioroom/show...154068&page=13
But isn't this going to be a playable rather that AI, so you could still use the targeting equipment. I know the AI torpspawner was not very accurate since it was actually a gun. It was a great idea, very clever.

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Old 05-01-12, 05:19 PM   #141
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Yes, the Higgins and the Elco are going to be playable.
Hopefully there will be four versions:
Early and late war Higgins and Elco. It will be really cool if we can get the late war, slide off (roll off) mark XIII torps.

Who wants to make the Mark XIII torps?
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Old 05-02-12, 01:45 PM   #142
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Originally Posted by nikimcbee View Post
Yes, the Higgins and the Elco are going to be playable.
Hopefully there will be four versions:
Early and late war Higgins and Elco. It will be really cool if we can get the late war, slide off (roll off) mark XIII torps.

Who wants to make the Mark XIII torps?
Well I am a bit in the dark as to your intentions for this mod and what has been done and what needs to be done. So I try to help by answering questions.
As for making a Mark XIII torp. You can not create a NEW torpedo, you must edit an existing one. (unless someone has found info that I am not aware of). So if this is a MOD in itself there is no problem creating a XIII but if it is to be part of another MOD or stock where one can choose to use a sub, then the XIII will be changed for all of the other subs/ships also.

The info I find says the Higgins Pt used mark 8. Did you mean VIII? The mark XIII was an air dropped torpedo.

I have not yet found any info on the mark 8.

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Old 05-02-12, 02:03 PM   #143
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The later Boats went to the MK XIII believeing the Gyros were better able to handle the drop into the water from the slide off launchers.
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Old 05-02-12, 04:39 PM   #144
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The later Boats went to the MK XIII believeing the Gyros were better able to handle the drop into the water from the slide off launchers.
That makes sense since it is being dropped. I didn't find that info, thanks for the explanation.

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Old 05-02-12, 05:16 PM   #145
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Some things to consider regarding torpedoes:
Mk8s were WWI torps and weren't good torps either. They required the tubes to launch them, which added a lot of weight to the boat. There was also a muzzle flash when the torp was fired.

The mk13 had several advantages: The navy had a lot of them and they didn't require the tube to launch, which ment the boats were now ligher, so they went faster.
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Old 05-03-12, 04:48 PM   #146
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Old 05-03-12, 05:19 PM   #147
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Quote:
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I have not yet found any info on the mark 8.
From NavWeaps


Bliss-Leavitt 21" (53.3 cm) Mark 8

Ship Class Used On Flush-deck destroyers

Date Of Design About 1914

Date In Service 1915

Weight

Mods 0, 1, 2, 2A and 2B: 2,761 lbs. (1,252 kg)
Mods 3A and 3B: 3,050 lbs. (1,383 kg)
Mod 8: 3,176 lbs. (1,441 kg)

Overall Length

Mods 0, 1, 2, 2A and 2B: 248 in (6.299 m)
Mods 3A and 3B: 250 in (6.350 m)
Mod 8: 256.3 in (6.510 m)

Explosive Charge

Mods 0, 1, 2, 2A and 2B: 321 lbs. (146 kg) TNT
Mods 3A and 3B: 385 lbs. (175 kg) TNT
Mod 8: 466 lbs. (211 kg) TNT

Range / Speed

Mods 0, 1, 2, 2A and 2B: 10,000 or 12,500 yards (9,140 or 11,430 m) / 27 knots
Mods 3A and 3B: 13,500 yards (12,340 m) / 27 knots
Mod 8: 15,000 yards (13,720 m) / 29 knots

Power Wet-heater

Guidance Mark 8 Mod 1 gyro

Notes: First 21" x 21' (53.3 cm x 6.5 m) USN torpedo. Later versions starting in 1923 - Mod 5, 6 and 8 - had much larger warheads. These torpedoes were still being used on older destroyers and PT boats during World War II. It is possible that a higher speed setting was available for the torpedoes issued to PT boats. This torpedo was supplied to Britain for use on Lend-Lease Destroyers in 1940. Torpedoes issued to Britain are listed as having a warhead of 380 lbs. (172 kg) TNT and a range of 14,000 yards (12,800 m) at 27 knots.
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Old 05-03-12, 08:49 PM   #148
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Quote:
Originally Posted by peabody View Post
But isn't this going to be a playable rather that AI, so you could still use the targeting equipment. I know the AI torpspawner was not very accurate since it was actually a gun. It was a great idea, very clever.

Peabody
We were talking for AI controlled PT boats to fight battles along side the player, want them to be able to shoot guns and fire torpedoes
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Old 05-04-12, 01:38 PM   #149
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Quote:
Originally Posted by nikimcbee View Post
There was also a muzzle flash when the torp was fired
Different sources say that the Tubes used compressed air only on the Higgins.
While the Elco's had compressed air with a back-up powder charge you'd hit with a mallet.

No matter what is actually true, (and I'd think all the ways mentioned actually were used at some point),

Failures/problems with compressed air/powder charge/old torps ended up with the slide off launcher and all the advantages.
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Old 05-04-12, 08:59 PM   #150
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The other issue with the torpedo tubes that many a PT crewman talked about, was the flash from firing the torpedoes at night, giving away your position.
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