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Old 09-08-14, 10:56 PM   #1
Hambone307
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Default Pre '43 Torpedos

Is it just me, or do the issues with the Mk14 torpedoes pre 1943 seem rather over the top? I only ask because on my last patrol I fired all 6 fish at a flat top from about 3000yds set to impact to prevent any premature detonations. All 6 ran straight and true, but then to my disbelief all 6 bounced right off and I was then DC'd for an hour. Limped back to base to rearm and refit and on my next patrol I did an experiment. I fired 4 torps at a Troop transport with 2 set to magnetic, and 2 set to impact. Both impact pistols failed to fire, and 1 magnetic detonated prematurely. Anyone else have similar frustrations?
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Old 09-08-14, 11:20 PM   #2
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way it was in real life with crappy mk14's early war they as well surface drop their pants and fart at the enemy
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Old 09-08-14, 11:26 PM   #3
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Pretty much what I have been doing with the lone merchants. Pull up close astern and take pot shots with my deck gun. Only problem is that I tend to run out of shells half-way through a patrol.
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Old 09-09-14, 06:29 AM   #4
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Originally Posted by Hambone307 View Post
Is it just me, or do the issues with the Mk14 torpedoes pre 1943 seem rather over the top?
http://ussnautilus.org/blog/tinosas-terrible-torpedoes/
15 torpedoes. 10 hits. 2 detonations. This sort of stuff happened.

Those torpedo problems can be hell. Spending time getting in position for the perfect shot, only to have it ruined by a dud or premature...
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Old 09-09-14, 09:39 AM   #5
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Nothing but headaches with the Mk14 those early years.

Ironically that perfect shot ends up being the worst possible shot to take. Iirc you get (marginally) better odds setting them to low running speed and decreasing the angle of impact. Don't use the magnetic pistol at all, just doesn't work. They tend to run too deep as well, best just set them to run shallow.
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Old 09-09-14, 09:44 AM   #6
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Didn't realize that those impact pistols were THAT bad... So what do you guys do to ensure better odds at getting a good hit?
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Old 09-09-14, 10:06 AM   #7
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So what do you guys do to ensure better odds at getting a good hit?
Use the Mk10 instead.
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Old 09-09-14, 02:00 PM   #8
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Didn't realize that those impact pistols were THAT bad... So what do you guys do to ensure better odds at getting a good hit?
From what I understand, even TMO Mk14s are better than they were in real life. Set the torps to run as shallow as they'll go, use slow speed, be sure to fire so that they hit at an angle, use contact detonator instead of magnetic.
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Old 09-09-14, 03:01 PM   #9
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I will be sure to try that and see how it works!
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Old 09-09-14, 03:04 PM   #10
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I've had a pretty good hit rate by making close approaches. Less run distance means less chance of premature detonation
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Old 09-09-14, 04:46 PM   #11
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Also spacing out your shots can make the difference, I give every torp at least 8 seconds before I shot another one. That way they are all striking at slightly different angles due to the time delay. Which increases your chances of getting at least one to pop off.
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Old 09-09-14, 05:30 PM   #12
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As mention, perfect, square shots were likely not to detonate and as soon as this was discovered in the tests at Pearl, Lockwood or another senior staffer sent out a message to the skippers to hit the target on the 'turn of the bilge' which didn't go over so well.
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Old 09-09-14, 11:45 PM   #13
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Now you know what real skippers had to deal with

Try your hand at ready the actual reports

http://www.hnsa.org/doc/subreports.htm
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Old 09-10-14, 09:07 AM   #14
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And now for a dose of real "reality".

Quote:
Originally Posted by Arclight View Post
Iirc you get (marginally) better odds setting them to low running speed and decreasing the angle of impact.
True, but they didn't have the benefit of hindsight.

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Don't use the magnetic pistol at all, just doesn't work. They tend to run too deep as well, best just set them to run shallow.
Also true, but they didn't know that for sure until the Lockwood tests. Some enterprising skippers had their torpedo chiefs disable the magnetic pistol and reconnect them before returning to port. To be accurate you should roll dice, with about a 25% chance of being one of those captains.

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Use the Mk10 instead.
Not an option they had. Mk 10s were for S-boats and PT-boats, and nobody else could touch them.

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Set the torps to run as shallow as they'll go, use slow speed, be sure to fire so that they hit at an angle, use contact detonator instead of magnetic.
None of which they knew until almost the end of 1943.

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Originally Posted by Lexandro View Post
Also spacing out your shots can make the difference, I give every torp at least 8 seconds before I shot another one. That way they are all striking at slightly different angles due to the time delay. Which increases your chances of getting at least one to pop off.
That is actually the most realistic thing said so far. Everybody fired about eight seconds apart, including the automatic German "salvoes".

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As mention, perfect, square shots were likely not to detonate and as soon as this was discovered in the tests at Pearl, Lockwood or another senior staffer sent out a message to the skippers to hit the target on the 'turn of the bilge' which didn't go over so well.
But that wasn't until late '43.

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Now you know what real skippers had to deal with


If you want to play realistically, just suck it up and live with it. That's what they had to do. The only real action you should take for the first two years is to write some nasty reports.
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Old 09-10-14, 09:15 AM   #15
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Well written Steve!
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