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09-08-14, 10:56 PM | #1 |
Planesman
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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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09-08-14, 11:20 PM | #2 |
Seasoned Skipper
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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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09-08-14, 11:26 PM | #3 |
Planesman
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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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09-09-14, 06:29 AM | #4 | |
Ocean Warrior
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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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09-09-14, 09:39 AM | #5 |
Navy Seal
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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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09-09-14, 09:44 AM | #6 |
Planesman
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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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09-09-14, 10:06 AM | #7 |
Navy Seal
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Use the Mk10 instead.
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09-09-14, 02:00 PM | #8 |
Ocean Warrior
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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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09-09-14, 03:01 PM | #9 |
Planesman
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I will be sure to try that and see how it works!
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09-09-14, 03:04 PM | #10 |
PacWagon
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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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09-09-14, 04:46 PM | #11 |
Navy Dude
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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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09-09-14, 05:30 PM | #12 |
Ace of the Deep
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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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09-09-14, 11:45 PM | #13 |
DILLIGAF
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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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09-10-14, 09:07 AM | #14 | |||||
Eternal Patrol
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And now for a dose of real "reality".
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Not an option they had. Mk 10s were for S-boats and PT-boats, and nobody else could touch them. Quote:
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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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09-10-14, 09:15 AM | #15 |
Planesman
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Well written Steve!
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