View Full Version : acoustic "fish"
Sandman_28054
12-09-08, 04:52 AM
I'm playing TMO (v 1.4 I think) and just started mission #12 of my career. Its January-Febrary 1943. Available in port are acoustic torpedos. I just for the heck of it, acquired 5 for the Aft Torpedo room.
Has anybody used them?
Are they worth the 500 in renoun apiece?
What is your experience with them?
Also, I can't remember when the 40mm cannons come available, does anybody remember when they do?
Thanks.
Rockin Robbins
12-09-08, 06:30 AM
The cutie is a lot of fun, but as it has very limited explosive and slow 10 knot speed, its uses are limited. I don't think it is worth 500 renown, but what's renown for? You can't buy dinner with it!:rotfl:
Sandman_28054
12-09-08, 07:37 AM
The cutie is a lot of fun, but as it has very limited explosive and slow 10 knot speed, its uses are limited. I don't think it is worth 500 renown, but what's renown for? You can't buy dinner with it!:rotfl:
Well, it could come in handy when those little auxillary sub-chasers are circling hoping for a kill.
Well itīs good having one maybe even two just for self protection.
The CUTIE, acoustic torpedo;
http://i48.photobucket.com/albums/f203/wp44/mk27_Cutie1.jpg
Based on the air dropped "Fido" moving mine used to take out U-Boots.
Modified with rails to fit inside the tube of a fleetboat. "Swam" out of the tube to avoid disturbing the sensor.
12 knots is slow but the batteries last for some time, often enough to take out the pursuer.
Cheers
/OB
SteamWake
12-09-08, 01:08 PM
Ive never had much luck with these things.
I tried firing one at a slow moving picket a couple of times, you know .. a 'snap shot' in the general direction. It just went straight on till it ran outa power, never changed its course.
Nisgeis
12-09-08, 01:45 PM
Do you use manual targetting steamwake? I think from my last experiments I determined that the cutie only starts it's homing when it reaches the range that it is told the target was at. This invariably causes misses. I haven't done any further testing, sounds like something for RR to test. It would be worth trying setting the target range to 500 before shooting.
Of course, it's possible that I was smashed out of my gourd on paint thinner when I tested this. So take it with a pinch of salt (just like Tequila).
SteamWake
12-09-08, 02:01 PM
Do you use manual targetting steamwake? I think from my last experiments I determined that the cutie only starts it's homing when it reaches the range that it is told the target was at. This invariably causes misses. I haven't done any further testing, sounds like something for RR to test. It would be worth trying setting the target range to 500 before shooting.
Of course, it's possible that I was smashed out of my gourd on paint thinner when I tested this. So take it with a pinch of salt (just like Tequila).
Hrm... yes I use MT but dont remember if I set a range for it. It was a snap shot and typically range is not a part of that shot calculation. Even so, why not just set the 'homing' range at 500 feet or so ?
That guys carrier is long gone and covered up by now. It will be a while before I get offered those cuties again.
Espically if I keep picking on the corvettes... First shot missed astern, second shot missed his bow as he turned into the shots at about 650 yards :D
No idea using against larger ships. Yield of warhead too small.
A charging escort is the only one I ever nailed with a Cutie. They are a bit picky really and need lots of noice to lock on.:|\\
/OB
Rockin Robbins
12-09-08, 02:45 PM
Hmmmmmmmmm... Seems to me that Dan said the Cutie hunts after 200 yards regardless of the range input to the TDC, but I'm up for some testing.
Does anybody know how to set up torpedo loadout in the mission editor? I think I'll do some testing tonight!
snakeyez
12-09-08, 07:07 PM
One of my grandfather's war stories was about "talking" to one of these torpedoes and watching it wiggle around. The "cuties" must have really been sensitive.
Hmmmmmmmmm... Seems to me that Dan said the Cutie hunts after 200 yards regardless of the range input to the TDC, but I'm up for some testing.
Every torpedo has a minimum "straight run" range before it starts seeking out a target. For the Mk 27 it's 50 yards in RFB.
magic452
12-10-08, 03:44 AM
The only time I tried a cutie, I had a small DD pestering me so I sent one his way.
The cutie homed in on the DD but he picked it up somehow and just went to circling
at 10 Knots with the cutie dutifully fallowing behind till it ran out of Batts. Then I had a really pi$$ off DD captain after me. :damn:
Magic452
Sink them all but six and use them for Pallbearers.
Try firing a spread of them into a slow moving convoy from about 2000 yds out, last time I did it I got 4 hits out of 4 and sunk two merchants. It feels like you wait for ever for them to get to the target but if you have external camera enabled it's fun watching them change course as they pick up a sound target.
Sandman_28054
12-17-08, 10:54 PM
I have tried to keep at least 2 of the "cuties" in the aft tubes the last 4 patrols.
I have stopped 3 sub-chasers, and slowed down 1 destroyer.
As long as the escort or destroyer does better than 10 knts, it will never catch it.
Its just not worth it in my book.
ancient46
12-21-08, 12:43 AM
The Cutie http://www.geocities.com/Pentagon/1592/ustorp4.htm#fn12
They should be fired from a depth of 150 feet, the depth considered safe by the Navy. The Cutie had a floor switch that disable arming below the set depth. I am not so sure that using an acoustic torpedo from the stern tubes is a real good idea. Unless you are not using the engines you could be asking for trouble.
InFlames666
12-21-08, 07:17 PM
yeah the germans made a homer, the G7s T5.
one U-boat both paid for her own ticket to the bottom!:rotfl:
U-972
http://www.uboat.net/boats/u972.htm
Sandman_28054
12-23-08, 01:04 PM
Well, I have been using these "cuties" for the last several missions, and they do come in handy sometimes.
However, I have noticed a bug with them.
I was just on patrol in area A4 when I found a convoy leaving port,
Using my radar, I went the long way around an island, and managed to get ahead of it. I was positioned about 1500 yards from the projected path.
Long story short, I sank 5 ships, 3 merchants, and 2 DD's. However, it was when I sank the DD's that I noticed a "bug."
I used both "cuties" to take out, slow down 2 DD's. And while re-loading the aft tubes, it showed I was re-loading those "cuties." Normal reload time is what, 30-45 miutes. I reloaded those "cuties" in half the time, and when I fired those "fish" I found out they were actually Mk.23's.
It may be a bug, but I like the shorter re-load time. :D
ancient46
12-25-08, 01:40 AM
I think you have something wrong in your sub, Sandman_28054. In my stock 1.5 game, a reload time for a Gato torpedo tube is 4 minutes. In RFB it is 6 minutes. If I have something wrong on my sub I am not about to find out why.:D
Sandman_28054
12-26-08, 11:53 AM
I think you have something wrong in your sub, Sandman_28054. In my stock 1.5 game, a reload time for a Gato torpedo tube is 4 minutes. In RFB it is 6 minutes. If I have something wrong on my sub I am not about to find out why.:D
I was watching the reload and at least in my game, SH4+TMO, the reload time is around 15 minutes plus. (realistic)
Sandman_28054
12-28-08, 04:14 AM
How about the Mark 16 torpedo?
Anybody but me used them?
I like the long range of them (13,500 yards I believe).
I sank a Modern Europiean Passenger Liner and an Old Large Passenger Liner from 9200 yards today.
Feels good to shoot from such long distances and not having to worry about DD escorts.
neosnk35
01-23-09, 01:51 PM
it was stupid of me using that cutie on a crippled DD... not wanting to hit the DD again with my precious MK14.. it just homed in to my engines... after some seconds caboosh Torpedo Impact! Were Taking damage! it just hit me in the stern ending my patrol early.. got me a 45% hull damage...
rubenandthejets
01-25-09, 11:32 PM
I kinda like 'em-though they do tend to all home in on the nearest and loudest target. The like to gang up on charging destroyers and leave the merchants I targetted alone, so now my figures for a convoy are usually 2 escorts and 1 freighter, rather than 3-4 freighters.
They look cool as they wiggle about too, reload and arm quickly so I put 4 loaded , 2 reloads in the front tubes. Not as much of a punch and a little unpredictable.
When I refit the subtender justs tops them up again, not sure if I pay 500 renown again but I can't choose a different torpedo if I wanted to anyway....
peabody
01-26-09, 01:08 AM
When I refit the subtender justs tops them up again, not sure if I pay 500 renown again but I can't choose a different torpedo if I wanted to anyway....
A little off topic, but if you like them and use them, refit before you return to base. Almost always when I refit I get exactly what I had on the boat. But if I return to base I sometimes have to buy them again. And not just the cutie, but I may have a boatload of a certain type and have to buy an entire loadout over again.
Peabody
magic452
01-26-09, 03:20 AM
That sounds like cheating. :nope: :nope: :nope: :nope:
I think I'll try it. :know: :up: :rock:
Magic452
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