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View Full Version : [REL] Torpex Torpedoes Mod


NEON DEON
04-18-09, 11:30 PM
http://www.subsim.com/radioroom/downloads.php?do=file&id=1076 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1076)


Author: Neon Deon

Requirements: SH IV version 1.4

Installation: After unzipping, copy Torpex Torpedoes folder to mods folder in SH IV directory and then use JSGME to acivate mod.

Changes from Stock SH IV Version 1.4:

This mod changes Values for all U.S. sub torpedoes in an effort to reflect the increased damage caused by the Torpex warhead on most U.S. torpedoes. The link to stock being the early war TNT warhead of the Mark 14. It also makes adjustments to the MK 27 Cutie for close in shooting at small escorts.

Mark 10:
497 lbs TNT warhead
Damage points were 80 to 160. Now 78 to 131.

Mark 14:
643 lbs TNT warhead.
Damage points same as stock 100 to 170.
The Mark 14 is now an early war TNT only torpedo and its availability ends on 05/30/43.*

Mark 16:
943 lbs Torpex warhead equivelant to 1,414 lbs of TNT.
Damage points were 180 to 350. Now 221/373.
Blast zone damage changed from 3.5m/8m to 4.5m/8m.

Mark 18:
575 lbs Torpex warhead equivelant to 863 lbs of TNT.
Damage points were 120 to 180. Now 135 to 228.
Blast zone damage changed from 3m/7m to 3.25m/7m.

Mark 23:
643 lbs Torpex warhead equivelant to 965 lbs of TNT.
Damage points were 120 to 180. Now 150 to 255.
Blast zone damage changed from 3m/7m to 3.5m/7.5m
Torpedo cost reduced to zero.*

Mark 27: (Cutie)
95 lbs Torpex warhead equivelant to 143 lbs of TNT.
Damage points were 50 to 100. Now 45 to 50.
Blast zone damage changed from 1.5/5 to 2/5.

Other changes:
Topedo wake length has been increased to 18 meters.
The Mark 27 Cutie has been adjusted so it can work close in on small escorts. Max dive angle has been increased to 45 degrees, arming distance changed to 50 meters, and detonation strike angle has been increased to 45 degrees.

* The game appears not to allow adding of extra US torpedoes. The only major difference between a Mark 14 torpex torpedo and the Mark 23 is the 14 had a slow setting. So the Mark 14 stops on 5/30/1943 and the Mark 23 begins from there at 0 cost.


Issues:
The game will continue to load Mark 14s after the expiration date. You must manually remove them while in port.
When firing the Mark 27 cutie, Please make sure your motors are off. It is very important you do so since the arming distance has been reduced to 50 meters!

Disclaimers and stuff:
Not responsible if this blows up your computer.
Dont try and make money off this it is free.
Use it any old way you want just remember where you got it.
Any questions on the mod please PM me thru the forums of Subsim.com.

Credits and thanks to Keltos whos many threads and mods on torpedoes inspired me to do this mod and credit Keltos for the lengthing the wake on the torpedoes idea. Thanks also to UBI, Neal stephens for his great web site (subsim.com) and Sailor Steve for reminding everyone to sign their mods.

Thanks,

NEON DEON

keltos01
04-20-09, 04:39 PM
what do you know ;) i go off ten days skiing, and you agree with me about the missing torpex torpedoes !

great job, will use them when I play fleet boats :yeah:

keltos

NEON DEON
04-23-09, 10:13 PM
what do you know ;) i go off ten days skiing, and you agree with me about the missing torpex torpedoes !

great job, will use them when I play fleet boats :yeah:

keltos

Thanks Keltos.

BTW

I didnt mean to agree with you it just happened.;)

keltos01
04-24-09, 01:14 AM
Thanks Keltos.

BTW

I didnt mean to agree with you it just happened.;)

:har::har::har:

anyways, I'll still use your torpedoes when playing fleetboats now :yep:

good job there :up:

keltos

Wolfling04
04-24-09, 02:23 AM
Great work

One question though if I may, is this compatible with RFB/TMO?

LukeFF
04-24-09, 03:12 AM
One question though if I may, is this compatible with RFB/TMO?

Negative on RFB, unless you don't mind messing up the ship damage model. ;)

denis_469
04-24-09, 04:47 AM
Thank for you mod, but....:
1) Mk-16 not use in WWII. All submarines what have this torpedoes not launching no one total;
2) Mk-15 was use in SS-168 during war;
3) Mk-28 was used during war;
4) Mk-27 was limite for depth, so all submarines need fire Mk-27 under limit depth torpedo. Speed during launching not limited if submarine was below torpedo depth. Depth for torpedo in limite from 0 to 70 meters and submarine need for lauching torpedo in deepth 80 meters (200 feet) and under. Launching self speed torpedo from tt in all depth before 600 feet. Acoustic homing system Mk-27 torpedo can find ship if ship was speed only. If speed was 0 knots or anywere so Mk-27 can not find target. Torpedo speed is 12 kts and range 4570 meters. During war release 106 torpedoes Mk-27 and have 33 hits only;
5) may be would be best, if Mk-14 would be have errors like surface torpedoes, heavy smoking torpedo during run like it was in really;
6) few Mk-18-1 and Mk-18-2 have small torpedo wake and it see many times during war.

Another - thank for you excellent mod.

NEON DEON
04-26-09, 06:50 PM
Thank for you mod, but....:
1) Mk-16 not use in WWII. All submarines what have this torpedoes not launching no one total;
2) Mk-15 was use in SS-168 during war;
3) Mk-28 was used during war;
4) Mk-27 was limite for depth, so all submarines need fire Mk-27 under limit depth torpedo. Speed during launching not limited if submarine was below torpedo depth. Depth for torpedo in limite from 0 to 70 meters and submarine need for lauching torpedo in deepth 80 meters (200 feet) and under. Launching self speed torpedo from tt in all depth before 600 feet. Acoustic homing system Mk-27 torpedo can find ship if ship was speed only. If speed was 0 knots or anywere so Mk-27 can not find target. Torpedo speed is 12 kts and range 4570 meters. During war release 106 torpedoes Mk-27 and have 33 hits only;
5) may be would be best, if Mk-14 would be have errors like surface torpedoes, heavy smoking torpedo during run like it was in really;
6) few Mk-18-1 and Mk-18-2 have small torpedo wake and it see many times during war.

Another - thank for you excellent mod.

Thanks for your observations Denis.

The mod was mostly for torpedo damage and ordinance on hand and not for an exact historical reference.

1) The mark 16 was not used during WW II however the in service date of the 16 was 1944 and by 1945 was available but
never used. Why? Speculating here that it was expensive, Japan was losing big time by 1945 and large targets were few
and far between, by 1945 the US had large stocks of mark 14s and enough 18s on hand with the harder hitting torpex
warheads, and the brass was a bit skiddish because of the NAVOL used to fuel the MK 16 torpedo. Game wise the torpedo
is not available until 1945 and if you load the boat with them it will cost you 9,600 renown.

2) The mark 15 was in general not a submarine torpedo. The Mark 15 was designed for surface ships and is 24 feet long
and every boat past SS 169 had tubes which were shorter than 24 feet. The SS-168 and SS-167 were large cruiser subs
that were refit early in the war with external tubes in an effort to increase firepower but these subs are not in Silent
hunter 4. It is possible that these tubes could have used the longer mark 15 or they could have pulled the longer
warhead of the 15 and replaced it with a 14 warhead but then that would just make it similar to the 14 and not worth the
limited spots the game provides for torpedoes. There are some boats with external tubes added that were newer than the
V boats(SS-163 to SS-169) like Porpoise which is in the game but the tubes are not modeled.

3) The mark 28 was a larger homing torpedo based on the Mark 18 electric. Fluckey had these on his last patrol in June
of 1945 and when he used them they sank to the bottom just after going hot. However the game does not allow for extra
torpedoes and the lateness of its introduction forced me to make a choice.

4) The mark 27 was also a homing torpedo and was used by Fluckey too. As far as the weapon firing depth is concerned,
Fluckey fired the torpedo from extreme short range and at a shallower depth then was recomended(not limited). Out of 106
mark 27s fired, 33 ships were sunk out right. Not just hit. Contrast that to torpedoes fired per ship sunk through out
the war and you get one ship out of every 12 torpedoes fired. The mark 27 dud rate is hard to figure based on this. It
more goes to how the torpedo is employed given the weapons slow speed of 12 knots and small warhead. Add in the overly
cautious way the Navy wanted you to fire them and I could see you missing just based on that alone. This weapon is
meant for small escorts and small merchants nothing more. Game wise the maximum you can fire a torpedo is 30 meters (99
feet). Fluckey fired his at 41 meters (135 feet). The Mark 27 deactivates the warhead below 100 feet. Game wise every
torpedo has the same depth limit of 30 meters. I dont think you can individually change them. All or none.

5) The mark 14 was a steam torpedo and after june 1943 was a very reliable capable weapon which remained in service
until the 1980s. The wake was only an issue when firing at warships that might have a chance of getting out the way.
Game wise, since there are no extra slots for torpedoes, the Mark 23 is used for both the 14 and the 23 as being the one
with a torpex warhead as opposed to the early war TNT warhead of the 14 and given the fact that you cant seem to add
extra torpedoes to the game. From version 1.4 on, the game was patched to respond to torpedo wakes quickly. Just fire
a Mark 14 torpedo at an alert destroyer and see if you can hit it in the stock game with 1.4 or 1.5 patch. It aint
easy!

6) As far as wakes for Mark 18 goes, I would say by the time you spotted the wake it was too late.

denis_469
04-27-09, 01:49 AM
It's wish for new mods or SH 5 only.

el cheguevara
04-27-09, 03:30 AM
Will this work with 1.5 without problems?

NEON DEON
04-27-09, 03:16 PM
Will this work with 1.5 without problems?

It should but there are no guarantees. I dont use 1.5 yet.

If you do try to use it, make sure you have a clean backup of the SHIV data folder before trying it thru JSGME.

And to quoate the readme.

"Not responsible if this blows up your computer." :D

el cheguevara
04-27-09, 04:24 PM
Lol, no problem there. I will try it out, if i find any problems then i guess i will track it down and fix it. If there is a problem, i will post the fix here so everyone could enjoy.

NEON DEON
05-01-09, 11:32 PM
Lol, no problem there. I will try it out, if i find any problems then i guess i will track it down and fix it. If there is a problem, i will post the fix here so everyone could enjoy.

Thanks el cheguevara.:salute:

I would appreciate a heads up on whether or not it will work in 1.5(UBM).

Neon.

PropSpin
05-04-09, 03:38 PM
Is there any way just as in the SH3 torpedo mod to change out the single mission loads for torpedos in SH4?

jmardlin
05-04-09, 09:20 PM
tou can change your loadout before you start a patrol by clicking on your sub then the torpedo tab. Drag the ones you want to change.

keltos01
12-16-09, 05:02 PM
bump !