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Scheisskopf
06-13-07, 12:46 PM
i dont really care if this has been posted before and im not going to read through dozens of posts to find it so,

i think i have a major bug with the torpedo running depth. i play with 100% realism with no external view and every time i get the perfect solution, my torps always miss. I became curious on how i always missed and decided to go on a patrol with the external view on to see how i was missing consistantly. When i came across a lone merchant, i calculated the range, AOB, and speed using the length/time * 2 equation. I shot 3 torpedoes at him at the default running depth of 6 feet and guess what...they ran much deeper and went right under the little bastard.

i just wanted to know if this is a known bug and if it will be addressed in the 1.3 patch.

again, i didnt want to look through alot of posts to find something like this, so please no one flip out on me.

orangenee
06-13-07, 12:51 PM
If you're playing a career that's before '43 you'll find your fish do that, Mk 14 Torpedoes in real life tended to run deeper than they were set for, so it's not a bug, it's a feature. Adjust them accordingly.

tater
06-13-07, 12:52 PM
They on average ran 11 feet deep. In RL they calibrated the depth based on a dummy warhead that weighed less than the real one. When they added live warheads, the heavier torps ran deep.

tater

orangenee
06-13-07, 12:55 PM
They on average ran 11 feet deep. In RL they calibrated the depth based on a dummy warhead that weighed less than the real one. When they added live warheads, the heavier torps ran deep.

tater

Yeah, I forgot that bit.

Soundman
06-13-07, 01:02 PM
I have pretty much given up (for the time being) on using under the keel shots due to the problem stated above. Can anyone tell us if the depth discrepecency is consistant, and if so, how many feet shoud we compensate for? i.e, if I wish to set 20' under the keel, what setting should I use, or how many feet should I subtract? This is using imperial measurments.

SteamWake
06-13-07, 01:02 PM
i dont really care if this has been posted before and im not going to read through dozens of posts to find it so,.

Thats what the search button is for ;)

Kids these days... sheese.

Scheisskopf
06-13-07, 01:09 PM
yea, i didnt feel like searching, because like a said i didnt wanna read through dozens of posts and nothing specific came up

SteamWake
06-13-07, 01:15 PM
i didnt wanna

:oops:

Oh by the way there is something wrong with your sig it has a ton of dead space at the bottom.

Im also wondering how long before they get on your case due to your username.

SteamWake
06-13-07, 01:18 PM
I have pretty much given up (for the time being) on using under the keel shots due to the problem stated above. Can anyone tell us if the depth discrepecency is consistant, and if so, how many feet shoud we compensate for? i.e, if I wish to set 20' under the keel, what setting should I use, or how many feet should I subtract? This is using imperial measurments.

What Ive been doing for under the keel shot is to look up the keel depth and set the TDC to that depth and not under. So if the rec. manual says keel depth of 11.8 feet I set the TDC to around 11.8 feet, not 12.8 knowing the torps tend to run a bit deeper than what the TDC is set for.

I have 'fair' success with this but actually rarely use beneath the keel shots. Espically with tankers. With tankers the shallower the better seems to be the case.

tater
06-13-07, 01:28 PM
I was shooting using the hardcore torpedo mod near the edge of arming range including the closing range, and when the stopwatch gets near projected impact, THUNK. "Torpedo is a dud, sir."

Doh!

Was cool I heard it.

Liveshot
06-22-07, 09:39 AM
Well I was PI($ED last night by this "bug" (??). :damn: No tasking orders, full loadout... lets go hunting, so I made my way to Japan (time to show them what Pearl felt like) and made my way up into the bay w/ Tokyo and the other cities. Found several capitol destroyers moured in the bay. Lit one up (have to check the classes when I got home) but I know it was a 33k ton'er. 3 fish from the stern tubes made quick work of her at 1000yrds, and the secondaries were awesome. :rock: Moved up a little ways and found 2 more, one almost same size, another around 25k tons. With the patrol craft fumbling around trying to figure out WTF just happened, i closed on these 2 to 1000yrds and let 3 at the big destroyer and 3 at the smaller one. The large destroyer blew like a can of gasoline and was on the floor in 60 seconds after I set off one of her powder mag's.

Okay... so the second.. HMPH, destroyer, I watched (ext. view) all THREE of my fish run quietly below her keel. :huh: Problem was, I had set all the fish as shallow as possible. This has been a recuring problem with both merch's and smaller naval ships. I'm emptying my tubes at these boats and nothing. Just to be ABSOLUTELY sure, I fired off my last stern tube at the small destroyer as well. BTW, all the ships were still at 0kts and moured (sp?). I made SURE to set the depth on the stern shot as shallow as possible. Again, it went right beneath it. The trigger was set for influence and speed set slow. DID I MISS SOMETHING? I sure as hell wasn't going to surface and go after her in a shootout haha.

Well needless to say, the jap's must have woken up in their bunks to the sound of 4 torpedoes spinning away 5ft beneath her keel because they were PISSED!!!!!

I had ships, land cannons, patrol craft, and even a sea plane gunning at me. Luckily, it was still dark, drop the scope zig zag and make 3kts for the mouth of the bay, dropping down behind a land mass to hide my screw noise. I made it out no problem until i surfaced around morning time and a land cannon lit me up. Crash dive and cruise further on out. Crews had everything repaired in no time and I was off to file my report.

POINT OF ALL THIS:
--------------------

What am I missing? pistol, depth, moured ship, torp sailing right under her, calm conditions. Did I forget something? :hmm:

Liveshot

switch.dota
06-22-07, 10:34 AM
You missed... torpedoes running 3m deeper due to calibration and possible even deeper due to malfunctions. Try shooting a volley of 6 torpedoes, default settings, at no particular target. You'll notice they don't all run at the same depth. Some go lower than others.

vatek
06-22-07, 10:41 AM
As a "fix" for the Mk14 issues I often find myself loading out with Mk10s instead when I'm playing a pre-43 career. Much more reliable depth settings, even if they are a slower torpedo.

Oh, and try using Contact settings instead of Contact/Influence. I don't even bother with magnetic anymore because of how unreliable they are.

John Channing
06-22-07, 10:45 AM
i dont really care if this has been posted before and im not going to read through dozens of posts to find it so,.

Thats what the search button is for ;)

Kids these days... sheese.

I was thinking the same thing. Plus, if you are going to ask people to do something to help you, the least you can do is be polite.

I guess manners really are becoming a thing of the past.

I blame the parents.

JCC

Mr.Elendig
06-22-07, 11:36 AM
Inmy experience, atleast in early war (havn't gotten to 43 yet) with the mark14 the contact/influense switch workd the oposite. I've had torps set to contact, detonate perfectly 3 feet under the keel of sips, and torps set to contact/influence pass 1 foot under without detonating

Capt. Shark Bait
06-22-07, 03:58 PM
i didnt wanna

:oops:
Im also wondering how long before they get on your case due to your username.

not to mention he spelled it wrong. there's an "e" after the 2nd "s"

last night i had torps running at 20-25' beneath tankers and getting hits:ping: , tho not all sank them out right. one tanker took about 6 before i surfaced and put several AP rounds into it:damn:. these were Mk14

switch.dota
06-22-07, 06:04 PM
Inmy experience, atleast in early war (havn't gotten to 43 yet) with the mark14 the contact/influense switch workd the oposite. I've had torps set to contact, detonate perfectly 3 feet under the keel of sips, and torps set to contact/influence pass 1 foot under without detonating
I'm pretty certain after some experiments that the dial works as a TOGGLE. The problem is that it doesn't accurately reflect the current setting. It seems to carry over from your last fired torpedo.

Example: 4 torpedo salvo, aimed directly 2 feet below a target's keel (assuming C/I dial not tampered with before):
Torpedo 1: switch shows C/I; flip it; it now shows C. Fire 1!
Torpedo 2: switch shows C/I; don't flip it. Fire 2!
Torpedo 3: siwtch shows C/I; flip it; it now shows C. Fire 3!
Torpedo 4: switch shows C/I; flip it; it now shows C. Fire 4!

Expected results:
Torpedo 1 set to Contact; will pass under the keel.
Torpedo 2 set to Contact/Influence; will detonate.
Torpedos 3&4 set to Contact; will both pass under the keel.

Results:
Torpedo 1 passes clean under the keel - expected.
Torpedo 2 passes clean under the keel - NOT EXPECTED.
Torpedo 3 detonates under keel - NOT EXPECTED.
Torpedo 4 passes clean under the keel - expected.

This happens to me in one particular scenario. I might do more testing if I'm not lazy.

So what's going on? Apparently the last C-C/I setting will carry over from either the last torpedo shot or the last torpedo shot from that one particular tube. This seems to be true for speed settings as well.

Soundman
06-22-07, 06:23 PM
Interesting post Switch. Please do try that test again to see if you get the same results, I've never heard that before.

OrlandoM3
06-22-07, 11:08 PM
I don't have much luck with influence esp. early in the career. I just experimented and now I leave the C/I settings default and aim for the bottom 2/3rds.

I've only seen a few Influence actually worked under the ship and both times under very large ships like Battleships. I noticed the explosions occured directly under the ship and the explosion spray shot up threw the middle of the ship.

I've have never split a ship in half from a perfect shot from Influence setting in SH4. When I was playing SH3 it became routine to break the backs of smaller ships.

Let's see what happens in the 1.3 patch. Until then, I'm using contact only.

I hate to see a perfect running torp. pass 1M directly under a boat and not explode!

CaptainHaplo
06-23-07, 08:51 AM
Simply put - you CANNOT expect influence torps to work - they didnt in real life and won't in game reliably either. Thats not a bug. As for running deeper - I use imperial measurements (being used to em) so my depth is set for 6 feet on all shots - that would be ~2 meters if your using metric. All shots are contact - and I rarely get duds. Even using the torp failure mod - use angle impacts and your dud rate goes way down.

To get good hits - use impact - very shallow depth - and avoid dead on 90 degree impacts - 40-60 is ideal. Avoid influence altogether.

SteamWake
06-23-07, 10:07 AM
Inmy experience, atleast in early war (havn't gotten to 43 yet) with the mark14 the contact/influense switch workd the oposite. I've had torps set to contact, detonate perfectly 3 feet under the keel of sips, and torps set to contact/influence pass 1 foot under without detonating
I'm pretty certain after some experiments that the dial works as a TOGGLE. The problem is that it doesn't accurately reflect the current setting. It seems to carry over from your last fired torpedo.

Example: 4 torpedo salvo, aimed directly 2 feet below a target's keel (assuming C/I dial not tampered with before):
Torpedo 1: switch shows C/I; flip it; it now shows C. Fire 1!
Torpedo 2: switch shows C/I; don't flip it. Fire 2!
Torpedo 3: siwtch shows C/I; flip it; it now shows C. Fire 3!
Torpedo 4: switch shows C/I; flip it; it now shows C. Fire 4!

Expected results:
Torpedo 1 set to Contact; will pass under the keel.
Torpedo 2 set to Contact/Influence; will detonate.
Torpedos 3&4 set to Contact; will both pass under the keel.

Results:
Torpedo 1 passes clean under the keel - expected.
Torpedo 2 passes clean under the keel - NOT EXPECTED.
Torpedo 3 detonates under keel - NOT EXPECTED.
Torpedo 4 passes clean under the keel - expected.

This happens to me in one particular scenario. I might do more testing if I'm not lazy.

So what's going on? Apparently the last C-C/I setting will carry over from either the last torpedo shot or the last torpedo shot from that one particular tube. This seems to be true for speed settings as well.

One thing to keep an eye on when conducting these tests is that the pistols/fuses have a nast tendency to reset themselves when your not looking :yep:

Im sue you checked them 'just before' launching but just a heads up.

Horst Mikaelis
06-24-07, 08:21 PM
Knowing my history I was aware that the influence exploders shouldn't work and the torpedos would run deep. I set mine on contact and set to run at ten feet. I shoot at under 1k. Most hit. Some are duds.

One thing I did notice: If you set the switch for a tube to contact and change views or even tubes (which you have to do when you fire fan shots) the setting will default back to contact/magnetic. Why I don't know. So I check the setting before I fire each fish.

When I caught a lone transport in a perfect setup I fired all six bow tubes into it, checking the exploder setting each time, with the speed on high and the depth at 10 feet. Five of the six detonated. One was a dud. For the first year of the war that's far better than average, and far better than the historical results.

Horst

Liveshot
06-30-07, 10:19 AM
So I'm out patrolling on my second mission and I hit a huge honking convoy in the pre-dawn hours. Several DD's & light cruisers (sum total around 12), but my targets are the 2 Agano Light Cruisers (one on point, one on tail). BEST OF ALL.... convoy speed... 2kts. :rock:

Draft is around 18ft or so, so I set torps for 10ft (heavy seas) and fire a full spread. 3 of them go directly under the Agano (1 miss, spread to wide). Hmmm, odd, reload to test.

NEW LOAD.

Set torps for minimun depth (3-4ft), fire full spread. All FOUR run under him. So I'm thinking DAMN PROX FUSES.

RELOAD

Set torps minimum depth (3-4ft), fire all four tubes. Set CONTACT fuse. Fire all four fish. I follow them in w/ camera this time. Then, I watch as my fish run close to surface all the way to the Agano and then dive just under his keel. I swear to you. :damn: :damn: :damn: :damn: :damn: :damn: :damn:

I really don't know what to do. I have YET to hit that damn boat w/ load after load. I've sent around 20 torps at him and missed twice. The rest ran within 1ft of his keel.

Anyone have any suggestions? I'll be glad to try them out and report back. As for me... im out of ideas on how to hit the thing (aside from surfacing and farting in his general direction) :nope: