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View Full Version : Deck gun, torpedo, sub detail and graphics question ?


CollateralDamage
07-03-08, 04:46 AM
First the deck gun damage. I use the 3 50 Deck Gun quite a lot to finish those pesky merchants who didn't want to go down under from max two torpedoes. Then The Navy offered me a Gato-class sub with a 4 50 Deck Gun. And I noticed that with the 4 50 Deck Gun when I hit a ship it makes a hole in the ship!! :smug:
BUT then I noticed that it doesn't do the bloody holes in all the ships or everywhere on the ship where I hit it. Is there a detailed document explaining when do the nice holes appear on the ship or is it a bug/glitch from running mods that enhance some ship models but not all?

Is it just me or does the Mk.14 torpedo like to have a premature detonation in rough seas in 15-26 feet? I had THREE of those splode in ONE attack. Fourth did hit the ship though. And I've had TWO Mk.14 torpedoes do a 360 after firing and hitting myself. :damn:

Where can I find information about the differences between the submarine classes? Ie. Gato and Gar for example (Like speeds, depths, torp tube amounts etc. In SH3 those could be seen in the museum/gallery) ?

What does the "Use normal ship models" graphic setting do exactly? I have mods that modify atleast some of the ship models so should I tic it off?
I have everything else on except the volymetric fog, glare and postpro thingies (The 2nd and 3rd top ones on the left colum in the settings screen). Do I miss any nice effects with those off? I don't mean weather etc. but like details in ship damages or detail? :hmm:

LeeVanSpliff
07-03-08, 07:28 AM
Is it just me or does the Mk.14 torpedo like to have a premature detonation in rough seas in 15-26 feet? I had THREE of those splode in ONE attack. Fourth did hit the ship though. And I've had TWO Mk.14 torpedoes do a 360 after firing and hitting myself. :damn:

Dunno about the 360, but in SH3 I believe that the magnetic trigger on the torpedo could sometimes be activated by the other torpedoes in the water. I used to wait a bit between torpedoes in SH3 and the habit sort of carried over to SH4 and I haven't had problems with torpedoes detonating.

CollateralDamage
07-03-08, 07:44 AM
Okey I'll keep that in mind. The 360 torpedo really puzzled me. Because I fired two torpedoes. The second went according to the firing solution but the first one... gone berserk. After firing them i switched to external view and wondered why the the torpedo turned hard starboard right after it left the tube and after watching it a few seconds I realised that it WILL hit me but it was a bit too late to try and avoid it.

I also found a post after reading through 3 pages of threads. The post was by DrBreast and according to him for a visual damage effect to appear the damage you do must surpass the ships armor rating (?). So if you shoot a gun with 10 damage and you have 25 armor rating you won't see any visual damage BUT you do take damage. But it's not visible. Is this what's happening with the 3"50 vs. 4"50 deck guns? The 4"50 just has that little bit bigger punch to make them lovely holes in the hull of ships that it's capable of penetrating? And do the AP and HE shells have different damage ratings (?) or radius or something like that? The HE does damage to a bigger radius and the AP has more damage just in the point the shell hits?

Me wants 18" deck gun! :lol: Would probably rip the gun off the deck after firing.

Lynx2069
07-03-08, 05:56 PM
The torpedoes do occasionally come around, and don't think your the only one who couldn't avoid it, I've been on the Attack map and watched it start its turn of doom, started diving (from surface), and still hit myself, it's just not easy to avoid. They actually did that during the war. The USS Tang sunk herself when a torpedo cam around.

As far as MK14's detonating early I believe it does have to do with firing them close together, I always count out 3-5 seconds before firing again.

When you get the MK18 (German G7e Knockoffs) you'll see a drastic improvement in reliability from your torpedoes.

Arclight
07-03-08, 06:03 PM
And let's not forget the notoriously unreliable magnetic trigger. Especially early war you have more chance it will detonate premature or not at all then actually functioning properly. AFAIK should be fixed late '43.

CollateralDamage
07-04-08, 02:11 PM
Ah lovely. Thank you for the advice. I'm still stuck with the Mk. 14 torps but I'll try and manage.

Anyone know about the sub info and the graphics questions still?

I actually tested the deck gun yesterday when I had enough time to play. The 4"50 AP round does not make a hole in the hull of a ship BUT the HE round does. And interestingly enough I think there's a limit in how many holes there can be in a ship model. Because the first three or four shots made the graphical hole effect but after that, nada.

Macdaddy4738
07-05-08, 06:09 AM
The torpedoes do occasionally come around, and don't think your the only one who couldn't avoid it, I've been on the Attack map and watched it start its turn of doom, started diving (from surface), and still hit myself, it's just not easy to avoid. They actually did that during the war. The USS Tang sunk herself when a torpedo cam around.


During WWII were there no failsafe's on torpedos as there are today?

I know that if the call comes out of a hot running torpedo the Skipper immediately turns 180 degrees to trigger the fail safe. And I know they had that technology as early as the 1950s

John Channing
07-05-08, 07:34 AM
Nope. That's what got the Tang.

JCC

MDV_4life
07-05-08, 10:19 AM
Nope. That's what got the Tang.

JCC

How do you do the 360? I would like to see this happen for fun :d

Cheers

Arclight
07-05-08, 10:45 AM
Happens by accident, AFAIK error in torpedo gyro. Haven't seen it myself yet, running PE3+NSM. Might be something added by TMO or RFB, don't know for sure.

CollateralDamage; for info on sub classes, just search wiki.

for example Gato-class: http://en.wikipedia.org/wiki/Gato_class_submarine

Sorry, don't know about the graphics thingy.