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View Full Version : Early Mk14 Dud Rate


Galanti
04-19-07, 09:19 AM
Shouldn't there be issues with the contact exploder in early mk14s when striking the target at angles close to 90 degrees at high speed? I fired six last night under these conditions and all detonated perfectly.

Of course, if the contact and influence switch positions truly are reversed, then I suppose I fired them under the influence setting, in which case there may be a bug (or exploit) that removes the contact angle penalty when torps are fired under the influence setting.

SteamWake
04-19-07, 09:29 AM
two things.

Do you have "duds" checked in the difficulty settings ?

The pistol setting has a nasty tendacy to reset itself when your not looking.

Personally Ive had about 1 in 10 torps go "doink".

What I see more often actually is the gyro go wacko and the torp rips off to starbord at about a 30 degree angle

Egan
04-19-07, 09:33 AM
There should be an issue with the firing pin being too light. I've had a few duds with contact warheads but not nearly enough (that goes for all the various torpedo problems.

So far I've seen mags failing to detonate, ciruclar runner, duds, premature detonations and, i think but I'm not sure, depth keeping problems too which is a surprisingly complete list of faults. I have not seen gyro problems yet, either.

Galanti
04-19-07, 09:34 AM
Yes, I've got dud rates checked, playing on realistic setting ( I meant to post that, I knew it would be the first thing asked!), and I double check my pistol setting before launch.

Galanti
04-19-07, 09:36 AM
There should be an issue with the firing pin being too light. I've had a few duds with contact warheads but not nearly enough (that goes for all the various torpedo problems.

So far I've seen mags failing to detonate, ciruclar runner, duds, premature detonations and, i think but I'm not sure, depth keeping problems too which is a surprisingly complete list of faults. I have not seen gyro problems yet, either.

Actually, I've seen them all too, except the duds.

daft
04-19-07, 09:36 AM
I've noticed this too. Dud rate is way, way to low.

SteamWake
04-19-07, 09:37 AM
There should be an issue with the firing pin being too light. I've had a few duds with contact warheads but not nearly enough (that goes for all the various torpedo problems.

So far I've seen ....., ciruclar runner, ...... I have not seen gyro problems yet, either.

Same thing, failed gyro causes the circular runner.

AVGWarhawk
04-19-07, 09:41 AM
I have had less than a handful of duds and prematures. Should be more in the early war.:yep:

WernerSobe
04-19-07, 09:59 AM
hm strange. for me every second torpedo is mallfunctional. Its not always a dud, mostly i have premature detonation.

When i fire 6 at a big target such a carrier. I can only rely on about 2 to actualy reach it.

SteamWake
04-19-07, 10:24 AM
hm strange. for me every second torpedo is mallfunctional. Its not always a dud, mostly i have premature detonation.

When i fire 6 at a big target such a carrier. I can only rely on about 2 to actualy reach it.

Hrm since the carrier is usually in the middle of a large task force perhaps there being "intercepted" ?

tater
04-19-07, 10:32 AM
2 should be enough since I have had every CV roll over with 2 hits. :doh:

Quillan
04-19-07, 12:28 PM
Me, I have a load of perfectly fine torpedoes followed by a load of nothing but duds. I never get an even distribution. Last night I fired 8 torpedoes in close; the result: 8 hits, 8 detonations. A couple of nights before I fired 10 torpedoes in similar circumstances; the result: 1 detonation, 3 premature detonations, the rest unknown. Being based out of Pearl and launching in the western Pacific (with the loss of the torpedo tracking on the attack map) I can't tell if the remaining 6 were misses, deep runners, circular runners that missed me also, or bouncers.

SteamWake
04-19-07, 01:15 PM
Me, I have a load of perfectly fine torpedoes followed by a load of nothing but duds. I never get an even distribution. Last night I fired 8 torpedoes in close; the result: 8 hits, 8 detonations. A couple of nights before I fired 10 torpedoes in similar circumstances; the result: 1 detonation, 3 premature detonations, the rest unknown. Being based out of Pearl and launching in the western Pacific (with the loss of the torpedo tracking on the attack map) I can't tell if the remaining 6 were misses, deep runners, circular runners that missed me also, or bouncers.

You forgot to bribe the requistion officer :smug:

Galanti
04-19-07, 01:15 PM
Me, I have a load of perfectly fine torpedoes followed by a load of nothing but duds. I never get an even distribution. Last night I fired 8 torpedoes in close; the result: 8 hits, 8 detonations. A couple of nights before I fired 10 torpedoes in similar circumstances; the result: 1 detonation, 3 premature detonations, the rest unknown. Being based out of Pearl and launching in the western Pacific (with the loss of the torpedo tracking on the attack map) I can't tell if the remaining 6 were misses, deep runners, circular runners that missed me also, or bouncers.

Actually, now that that I think of it, that's my experience as well. Although no duds, I will see loads of prematures, deep runners and god-knows-what-else on one patrol, and then the next patrol I've got the Mk.14 Platinum Editions aboard.

PeriscopeDepth
04-19-07, 02:03 PM
I really hope the modders are able to tweak torpedo failures. Ubi will never set the failure rates to be historical for gameplay reasons.

PD

Egan
04-19-07, 02:28 PM
I really hope the modders are able to tweak torpedo failures. Ubi will never set the failure rates to be historical for gameplay reasons.

PD

I was talking to someone about modding this. It should be doable. I agree about the 'gameplay' reasons: I still maintain that AOD was the best subsim ever for this sort of thing. The damage repair was still the best i've seem done - There really were a lot of things that could be damaged in that; hatches, torpedo doors. etc. When you went to silent running you closed your bilge pump off too and the deeper you were the more likely you were to sink even further because of that. It was the little details that made that game such a winner.

One patrol I went on ended with me firing all of my torpedoes only to discover every single one of them was a dud..frustrating yes, but very immersive.

PeriscopeDepth
04-19-07, 02:35 PM
I still maintain that AOD was the best subsim ever for this sort of thing.

And lots of other things. For their time, SHI/AoD were absolutely amazing. But I guess the devs couldn't really concentrate on graphics back then with the technology available, so they had to make up for it in other areas. Pity it's the other way around now.

PD

NefariousKoel
04-19-07, 02:41 PM
I find that a decent percentage of mine are either duds or premature explosions.

Actually, in my first career patrol in '41 after the 1.2 patch -
Out of my first 7 fish fired, 3 were premature and 2 were "it's a dud sir". I think it's fun - just luck of the draw.

NEON DEON
04-19-07, 05:57 PM
If you fire your mark 14's at 500 meters and have depth set shallow on slow speed setting then you should not encounter too many duds. The contact exploder worked at slow speed it is only when you had high speed set that the pin would bend.

Set shallow and firing at 500 meters would not allow the torpedo faulty depth guage to screw up until the pressure build up due to faulty positioning of the guage in the torpedo would adjust the torpedo downward so firing shallow and at short range would give you a better chance for the torpedo to hit.

Firining at 500 meters would also reduce the number of premature detonations becasuse the torpedo would have less chance to go off prematurely due to short distance from arming and the target.

Firing the torpedoes at angels of more than (30 degrees?) could cause the torpedo to run circular. In the game, it seems to cuase circular torpedoes even when firing a straight shot.