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Old 10-21-17, 10:53 AM   #1
Barleyman
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Default Damn you, Mk 37!

Aaand another death where I forgot at 10 knots I'm playing with fire

The crew already refuses to launch Mk 16 below 180 feet, shouldn't Mk 37 have the same restriction for speed?

Last edited by Barleyman; 10-21-17 at 08:35 PM.
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Old 10-21-17, 08:12 PM   #2
Capt Jack Harkness
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I've been able to successfully launch Mk 37s at 10 kts but only if I'm careful to pick a tube on the side my target is on. It is really sad to see how slowly it pulls away from my boat though. Had at least one hover by my sonar dome for what seemed like a minute, boy that made me nervous...
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Old 10-22-17, 11:08 PM   #3
Hambone307
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I've done the same thing. Got in a pickle going after a november class and let loose a 37 while at 25kts. First one took off the front of my sub. Second one was luckily on the side facing the november and never hit me.....
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Old 10-24-17, 07:14 PM   #4
GeneralGamer
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Can you explain what caused this? Do the torpedoes arm immediately? What is the torpedo speed? I Never used a MK37. Is this the 1968 campaign?
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Old 10-24-17, 10:34 PM   #5
ETR3(SS)
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Quote:
Originally Posted by GeneralGamer View Post
Can you explain what caused this? Do the torpedoes arm immediately? What is the torpedo speed? I Never used a MK37. Is this the 1968 campaign?
Pretty simple but since it seems you haven't gotten to the 68 campaign yet (you really should it's fun) I can break it down.

The MK 37 is a 19in outside dia torpedo, the torpedo tubes are 21in inside dia. This enables the MK 37 to "swimout", that is instead of causing a loud launch transient it exits the torpedo tube under its own power. Before activating it runs at 17kts, after it speeds up to 26kts. There is however an undocumented arming range it seems for the warhead. If you're going too fast when you launch, and after launch, you will travel with the torpedo beside you. If you travel for too long and it reaches the fuzing distance it will detonate right beside you.
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