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View Full Version : Hello, what is the arming range on the torpedoes?


subchaser12
10-14-08, 08:32 AM
I think I read where it was 500 meters. Is it that, feet or what. I am trying to hit zig zagging ships close and I wanted to know. Thank you!

banjo
10-14-08, 09:00 AM
This came up some months back and I seem to remember in TMO the arming distance is 411 yards. Not sure though. I do know that I've had torpedos not explode if the distance was under 550 yards. I use that as my personal minimum.

tater
10-14-08, 09:33 AM
In the stock game (unless it changed with 1.5) it is 220m—which is way too short for US fish. Mods have properly increased it to 400-450 yards (which is realistic).

SteamWake
10-14-08, 09:59 AM
This came up some months back and I seem to remember in TMO the arming distance is 411 yards. Not sure though. I do know that I've had torpedos not explode if the distance was under 550 yards. I use that as my personal minimum.

Ive had them 'not explode' at 1,800 yards :rotfl:

But yea good rule of thumb is @ 500 yards.

Quillan
10-14-08, 10:33 AM
Torpedo is a dud sir!
Torpedo is a dud sir!
Torpedo is a dud sir!
Torpedo is a dud sir!
Torpedo is a dud sir!

SteamWake
10-14-08, 10:35 AM
Torpedo is a dud sir!
Torpedo is a dud sir!
Torpedo is a dud sir!
Torpedo is a dud sir!
Torpedo is a dud sir!

Ah... youve been on my boat?! :rotfl:

By the way I have noticed of late if you set the triggers on Mk14's to impact/magnetic regardless of what type of shot your going for the dud factor seems to be reduced.

LukeFF
10-14-08, 03:37 PM
In Real Fleet Boat:

-450 yards for Mark 10, 14, and 18
-350 yards for Mark 23
-100 yards for Mark 27

LukeFF
10-14-08, 03:38 PM
By the way I have noticed of late if you set the triggers on Mk14's to impact/magnetic regardless of what type of shot your going for the dud factor seems to be reduced.
You're seeing things. :D

The only things that reduce the chance of a dud are (1) the angle of the shot and (2) setting the torpedo to low speed.

Task Force
10-14-08, 04:06 PM
Use MK 10, thats my favorite for early war.:yep: They pack one heck of a punch.:up:Sadly Im getting charged for them, 100 points for one.

tater
10-14-08, 04:41 PM
LukeFF,

did you ever find a definitive statement of the mk10 arming range? I never managed to find one, myself. The 14s were so long because of the mk6 detonator. My gut says that the mk10 should be shorter, but I have no data at all.

tater

Webster
10-14-08, 06:47 PM
i have done repeated tests at close range and determined the stock game will arm and detonate at 350 range and nothing less.

but depending on your mods it may change so try my torpedo test missions and see for yourself

LukeFF
10-14-08, 11:27 PM
LukeFF,

did you ever find a definitive statement of the mk10 arming range? I never managed to find one, myself. The 14s were so long because of the mk6 detonator. My gut says that the mk10 should be shorter, but I have no data at all.

No, I never have found any data about the arming range on those. It's probably stuffed away in some old file in an archive, never to see the light of day again. Nor have I found arming range data about any other torpedoes contemporary to the Mark 10, so the best we can do at this point is just go with the Mark 14 arming range data.

LukeFF
10-14-08, 11:32 PM
Use MK 10, thats my favorite for early war.:yep: They pack one heck of a punch.:up:Sadly Im getting charged for them, 100 points for one.

You get charged for them like that in RFB so people can't "game the game" with the early fleet boats by just just swapping out all those crappy Mark 14s for Mark 10s. While fleet subs did carry Mark 10s on patrol early in the war, it wasn't a regular thing, which is what we try to simulate. Actually, with all equipment and weapons that are acquired with renown points in RFB, we use a "rarity scale," so to say, to determine how much a weapon or piece of equipment "costs." In simplistic terms, the more rare an item is at a given time, the more in renown it will cost.

Task Force
10-15-08, 06:16 PM
Yea, I cant stand those MK14, Sunk three ships in one patrol, I used all my foward torpedos just to do this.:huh: Il just hijack a S boat and steel there torpedos.:lol:

subcpo
10-17-08, 06:38 PM
Right now, Captain Tupolev is removing the safety
features on all his weapons.

Nisgeis
10-18-08, 06:11 AM
From accounts I have read, it seems the Mk.10s were not as reliable as they are in the game. They leaked, so if left in a flooded tube, they would fill with water and not work properly. Their gyro setters were also worn out by years of practice drills. They were prone to binding so they could not be turned and also they could not but turned fast. so a close or fast moving target meant the gyro angles could not be matched.

jamz
10-18-08, 06:47 AM
What is the logic behind arming a non-homing fish after a whole 400 yards? Why not 100, or 80? Collateral damage to the sub?

Diopos
10-18-08, 07:46 AM
What is the logic behind arming a non-homing fish after a whole 400 yards? Why not 100, or 80? Collateral damage to the sub?

Yeap!

SteamWake
10-18-08, 08:27 AM
What is the logic behind arming a non-homing fish after a whole 400 yards? Why not 100, or 80? Collateral damage to the sub?

Evern wonder what might happen if one got launched while in dock :huh:

Dont laugh I've done it before the 'fire' button got modded out... :rotfl:

Nisgeis
10-18-08, 02:56 PM
What is the logic behind arming a non-homing fish after a whole 400 yards? Why not 100, or 80? Collateral damage to the sub?

That's the idea, although some of them still exploded immediately after launch. It also didn't help if they half launched and got stuck in the tube, as the oncoming water would arm them. There's also the problem of crew. In 'War in the Boats' by Capt. William J. Ruhe, he describes going into the torpedo room and seeing someone absent mindedly playing with a torpedo arming propeller whilst reading a book. Extend finger, stroke propeller down a fraction of a turn, repeat. Ruhe shouted at him, and he protested saying that he wasn't causing any harm. On disassembly, the torpedo was discovered to be about three quarters of a turn from being armed.

That's paraphrasing and I haven't looked up the exact passage. Someone correct me if I got the details wrong.

CaptHawkeye
10-18-08, 03:24 PM
Torpedo is a dud sir!
Torpedo is a dud sir!
Torpedo is a dud sir!
Torpedo is a dud sir!
Torpedo is a dud sir!

Ah... youve been on my boat?! :rotfl:

.

Named at Ubisoft Norfolk Shipyards no less. "USS Inattention to Detail". :)

LukeFF
10-19-08, 01:07 AM
From accounts I have read, it seems the Mk.10s were not as reliable as they are in the game. They leaked, so if left in a flooded tube, they would fill with water and not work properly. Their gyro setters were also worn out by years of practice drills. They were prone to binding so they could not be turned and also they could not but turned fast. so a close or fast moving target meant the gyro angles could not be matched.

That was pretty much the case. Norman Friedman also makes the note that the Electric Boat S boats (the ones we have in game) were originally not fitted with torpedo tube gyro setters. However, he makes the note that in the boats originally fitted with gyro setters (Government and Lake boats), the procedure needed to transmit gyro sets from the conning tower to the tubes was unsatisfactory. This was all in the early 1920s, so it would be interesting to see how the situation changed between then and WWII. At least two S boats (S-42 and S-47) were equipped with Mark 14 torpedo directors. By "torpedo director," does Friedman mean the TBT?