View Full Version : Mark 23 ?
Elder-Pirate
07-06-07, 08:36 PM
Last time at Pearl I had the opportunity to purchase 12 "Mark 23" torpedoes at 100 renown each. Did I waste 1200 renown or are these 23's better than the MARK 14's ?
http://i4.photobucket.com/albums/y116/oleman/Mark23.jpg
Hope their good ones for I'm heading back to the "South China Sea" to find a couple Fuso's or Taiho's and if lucky the mighty "Yamato". :yep:
EDIT: Approximately 1 1/2 hours later ( game time after this pic was taken ) I was refueled at "Tulagi" ( Sub Tender in Solomon Islands ) and came across two juicy Tankers, unloaded four torps at them. Two were Mark 23 and two were Mark 14. After sinking both Tankers I turned around and headed back to sub tender Tulagi, refueled and resupplied the torps. Compare the pics, for the sub tender replaced the two Mark 23 torps for FREE. I use "Auto" torpedo loading so torps loaded same as they were fired, two Mark 23's on top, then the two Mark 14's. If this keeps up at the "Refits" I may never go home. lol
http://i4.photobucket.com/albums/y116/oleman/M23LoadedsameatTulagi.jpg
BTW the Mark 23's were set to 16' depth as both tankers had 15' 1" to the keel. both torps exploded UNDER the keel. If this keeps up I'm allways useing Mark 23's. ( if I have enough renown that is. )
TwistedFemur
07-06-07, 08:49 PM
I think they ar MK 14's with the magnetic detonators removed/Disabled:hmm:
Edit the config for torpedo renoun E-P and they won't cost you a thing. ;) Never heard of a sub having to buy torpedos during the "real" WWII. Game or not, it just ain't right. :yep:
elanaiba
07-07-07, 03:04 AM
Yes, they didn't have to buy them.
But renown is not monney. Its a measure of influence. And sometimes, for scarcely available prototypes or new technology, you had to use a little influence to get them.
WernerSobe
07-07-07, 03:36 AM
However during wwII mark23 was the most used torpedoe. It replaced mark14 due to its flaws with the detonator and depth control. You shouldnt pay anything for a torpedoe that everyone used.
Basicly they differed in two things. 1. mark 23 was more reliable and 2. it didnt have the "slow" speed setting because it was rarely used.
elanaiba
07-07-07, 03:42 AM
Actually I think they were converted back to Mark 14 - like - settings after a while, when the long range shots became more practical due to incressed enemy defenses.
BTW, starting with '44 they cost nothing.
Elder Pirate,
Not really related to this topic, but I see you have a mixed loadoud of torps. Can you check, after firing the torps if the right ones are reloaded?
I ask because I sailed around with a mixed load of MK10/14. Had MK14 in the tubes, MK10's as reload. After firing the MK14, I figured it would load up the MK10's, but instead it reloaded MK14's, which I didn't have!!!!!
This annoyed the h*ll out of me.
Reg
Bando
Edit the config for torpedo renoun E-P and they won't cost you a thing. ;) Never heard of a sub having to buy torpedos during the "real" WWII. Game or not, it just ain't right. :yep:
Full path details please.
Elder-Pirate
07-07-07, 11:33 AM
Elder Pirate,
Not really related to this topic, but I see you have a mixed loadoud of torps. Can you check, after firing the torps if the right ones are reloaded?
I ask because I sailed around with a mixed load of MK10/14. Had MK14 in the tubes, MK10's as reload. After firing the MK14, I figured it would load up the MK10's, but instead it reloaded MK14's, which I didn't have!!!!!
This annoyed the h*ll out of me.
Reg
Bando
Have not played the sim since I loaded those torps. Will let you know how they load after firing them whenever my crew decides to quit fishing http://i4.photobucket.com/albums/y116/oleman/fishing1.gif on this nice balmy day in the Coral Sea SW of the Solomon Islands. :lol: Had a problem loading them in the reserve bays as I tried to stagger them but they were loaded from the bottom up. In the tubes however they loaded as I placed them.
azn_132
07-07-07, 01:51 PM
Elder Pirate,
Not really related to this topic, but I see you have a mixed loadoud of torps. Can you check, after firing the torps if the right ones are reloaded?
I ask because I sailed around with a mixed load of MK10/14. Had MK14 in the tubes, MK10's as reload. After firing the MK14, I figured it would load up the MK10's, but instead it reloaded MK14's, which I didn't have!!!!!
This annoyed the h*ll out of me.
Reg
Bando
I usually turn off the auto torp reload so the anotha torps u hav in the torp stores are not turn into like 14s' instead of the 10s' u hav as reloads.
Seagate
07-07-07, 03:39 PM
Full path details please.
\Silent Hunter IV\Data\UPCData\UPCUnitsData
File Ammunition with notepad
Example:
[Ammunition 12]
ID=Mk23Torpedo
NameDisplayable= Mark 23 Torpedo
Type= AmmoTorpedo
Subtype=Mk23TorpUS
AmmunitionIntervalOptionCurrent= NULL, NULL, 0
AmmunitionIntervalOptions1= 1943-01-01, 1944-01-15, 100
AmmunitionIntervalOptions2= 1944-01-16, 1946-12-31, 0
Volume= 1
PackSize=1
Change the line (last numbers in the line is "cost")
AmmunitionIntervalOptions1= 1943-01-01, 1944-01-15, 100 to
AmmunitionIntervalOptions1= 1943-01-01, 1944-01-15, 0
*Sidenote same folder file UpgradePacks edit for "free" guns/AA/radar
And don't forget to back up files before edit.
Sailor Steve
07-07-07, 05:36 PM
Never heard of a sub having to buy torpedos during the "real" WWII. Game or not, it just ain't right. :yep:
That argument was also made against SH3. So when brand new equipment is very rare, and there isn't enough to go around, who gets it first?
If the game counted renown for you, and didn't tell you how you were doing, and gave stuff to you when it decided you were ready, probably no one would complain, because they wouldn't know any better. I like knowing what my superiors think of me, and what I can get away with.
I usually turn off the auto torp reload so the anotha torps u hav in the torp stores are not turn into like 14s' instead of the 10s' u hav as reloads.
Hmm, never thought of that. I'll give that a try.:oops:
Thanks for the tip.:up:
Reg
Bando
switch.dota
07-07-07, 07:19 PM
So essentially the Mk 23 is just a reliable Mk 14, right?
Elder-Pirate
07-08-07, 10:43 AM
So essentially the Mk 23 is just a reliable Mk 14, right?
Maybe so? I edited my beginning post to show that two Mark 23's that I fired under tankers hulls exploded under the keel. These may be the answer ?
Full path details please.
\Silent Hunter IV\Data\UPCData\UPCUnitsData
File Ammunition with notepad
Example:
[Ammunition 12]
ID=Mk23Torpedo
NameDisplayable= Mark 23 Torpedo
Type= AmmoTorpedo
Subtype=Mk23TorpUS
AmmunitionIntervalOptionCurrent= NULL, NULL, 0
AmmunitionIntervalOptions1= 1943-01-01, 1944-01-15, 100
AmmunitionIntervalOptions2= 1944-01-16, 1946-12-31, 0
Volume= 1
PackSize=1
Change the line (last numbers in the line is "cost")
AmmunitionIntervalOptions1= 1943-01-01, 1944-01-15, 100 to
AmmunitionIntervalOptions1= 1943-01-01, 1944-01-15, 0
*Sidenote same folder file UpgradePacks edit for "free" guns/AA/radar
And don't forget to back up files before edit.
Cheers I will give this a go. :up:
The fact you have to "spend" renown I think is a big mess up for both games. Why? Well, why does your prestige with the commander drop because you order a certain piece of material? I think the way to have done it is, when you do something that earns a good rep, that adds to your renown, this level of renown is not affected by what weapons you choose to add to your boat. The only way you lose renown is if you do something bad, or have several bad patrols.
Now, the amount of renown is what determines the number of "special" torps or equipment you can have. So someone with a relatively low amount of renown can only acquire two mk23s, or one cutie, while the skipper of Mush Morton's caliber would be able to completely outfit his stores with all cuties, or mk23s.
Also, taking damage should not lower your renown. Surviving a brutal depth charging should be a bonus to your crew's moral, and a small increase to renown. If there is a way for the game to figure out the method of the damage applied, such as someone being foolhardy and duking it out with a destroyer on the surface, then perhaps the whole taking a hit in renown due to damage taken could be implimented.
Hey, perhaps this is an idea for a mod.
elanaiba
07-08-07, 01:59 PM
Even if commanders, supply clerks and other guys think much of you, there's only a finite amount of stuff that you can request from them -> the renown.
There is a separate "rating" that you have with your commander, and it is not affected by how much renown you spend.
Thanks to seagate all my torps and equipment are now free. :D
PepsiCan
07-09-07, 10:22 AM
Your torpedoes always were free mate :D
What you mean is that you now can call in unlimited favours with your resupply guy and the person who assigns the latest hardware to the boats :D
Be careful though, all this new equipement may get the others jealous. It is amazing how many subs were involved in friendly fire accidents. :arrgh!:
However during wwII mark23 was the most used torpedoe. It replaced mark14 due to its flaws with the detonator and depth control. You shouldnt pay anything for a torpedoe that everyone used.
Yes, but there are other factors.
In RL, many boats (earlier in the war) were sent on mining missions---largely because there was a shortage of torpedos, and they simply could not send every boat to sea with a full load.
"Renown" in game is a function of results. Skippers that sank ships were more likely to get a full load instead of tubes filled with mines, or NO reload torpedos, and a supply mission (ships on the commando and supply missions carried NO torpedos other than those in the tubes themselves since the cargo/troops were stored instead of torpedos).
So renown cost is a way to represent this.
It a total campaign redo, I'm thinking of making mk14s cost something, mk10s, too. I'd dearly love to mod in a new "torpedo" that was a mine, then make a fair number of mining missions...
There might be other solutions if, for example, it was possible to control the number of torpedos of each type in base.
tater
Your torpedoes always were free mate :D
What you mean is that you now can call in unlimited favours with your resupply guy and the person who assigns the latest hardware to the boats :D
Be careful though, all this new equipement may get the others jealous. It is amazing how many subs were involved in friendly fire accidents. :arrgh!:
Really :hmm:
Why is there a cost of renown when picking up torps and guns?
PepsiCan
07-10-07, 04:32 AM
Renown is only used for scarce things I believe. In the first two years there was a serious torpedo shortage. Only good skippers got a full load. But in 1944, there was no shortage anymore, so you'll see that you can load torpedos for free as of 1944.
Same thing with the 5 inch gun. It was limited in availability at first and then became the standard on many boats.
So, that is what Elenaiba meant when he said, that renown is not money. It is a way to get at the new and scarce stuff at an early stage. Eventually, you'll get it for free when it becomes massively available.
Renown is only used for scarce things I believe. In the first two years there was a serious torpedo shortage. Only good skippers got a full load. But in 1944, there was no shortage anymore, so you'll see that you can load torpedos for free as of 1944.
Same thing with the 5 inch gun. It was limited in availability at first and then became the standard on many boats.
So, that is what Elenaiba meant when he said, that renown is not money. It is a way to get at the new and scarce stuff at an early stage. Eventually, you'll get it for free when it becomes massively available.
There is one torp you still pay 500 renown for right to the end of the war, I forget which type it is but it's that little one. Any way I am all fixed up now I got the lot more early as I bump up the dates and free. ;) :lol:
They still had limited numbers of things. They'd give cuties to guys they thought would go out and use them. They were loathe to give boats to reservists, and they were always short of skippers (look at the class dates of the skippers, they'd begrudgingly take skippers from later and later years of the Academy). ANyway, they had timid skippers even late in the war. They'd give stuff to the guys they thought would use it first.
I actually don;t think the renown costs are used nearly as much as they should be, actually.
OTOH, some things can cost less or nothing. New gear like radar, etc, should just get added at some point, though I could see them giving new versions to the skippers that get out there and sink ships first as well. The game can account for this, the radar cost can be 500 until some time, then drop to 0, for example.
PepsiCan
07-10-07, 09:56 AM
Tater
Maybe time for a renown mod? Because I agree with you, even in mid 1942 you can still collect 24 torps, eventhough in real life the best boats didn't get a full load.
It's a complicated thing, actually. It will have to be done in the context of a super mod, IMO since renown is a function of tonnage sunk, missons completed, etc.
Making it cost 50 to buy a mk14 would only work for skippers not sinking 100k per patrol, for example. It's extremely complicated.
Ideally, we'd be able to mod a new "torpedo" in. It would be a mine. We'd make mines free, and make mining missions common early in the war.
Under such a mod, the paradigm for taking missions would be you'd put in to port. Right now, the first thing you'd do would be to get new torpedos, etc, probably, then you'd click the map and head out. In a new system, you'd FIRST click the map to get your orders. If the mission said "mine Camrahn Bay" you'd then hit the "BACK" button and load with mines (not wasting renown on torpedos). Another option would be to have mines be free, and then if you lack the renown to buy enough torpedos, take mines. Assume the real mission orders were to mine the harbor nearest the patrol zone, then patrol. The mining mission would be implicit by virtue of not leaving with less than a full load of torpedos. Any special mission (assuming you want realistic play) for supply or commandos would have the player hit the back button and dump all his torpedos not in tubes.
A lot will fall on the player to "play it real."
Palidian
07-10-07, 10:26 AM
Torpedo Mk 23 was developed to satisfy what appeared to be a valid tactical requirement of World War II: the high-speed feature of the Mk 14 torpedo. In the early stages of the war, the low-speed feature (31 knots - 9000 yards) of the Mk 14 was rarely used. Due to the changing requirements of the war, however, most of the 9600 Mk 23 torpedoes saw little service. In the latter stages of the second World War, fewer targets and better/smarter escorts/escort tactics necessitated firing from longer ranges. The Mk 14 torpedo, with its low power and longer range, became the preferred weapon. Much of the Mk 23 inventory was scrapped or converted to Torpedoes Mk 14 while other units were cannibalized for spare parts. This submarine-launched, anti surface ship torpedo was developed by the Naval Torpedo Station, Newport, R.I., and produced by the Naval Torpedo Stations at Newport; Alexandria, Va.; and Keyport, Wash.; and by the Naval Ordnance Plant, St. Louis, Mo.
The Mk 23 would have the same stats as the Mk 14, aside from no speed setting, or magnetic detonator. The contact detonator mark 6 mod 13.
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