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Eichmann
05-12-09, 03:59 AM
Hi. Could somebody point me in the direction of info on torps, ie Different marks, when they become available, what they are good for, ideal torpedo load, ect. ect.
Thanks

Torplexed
05-12-09, 06:31 AM
Here's a link to a site with specifications on US torpedoes. You just have to work your way down past the first part about aerial and surface ship types.

http://www.navweaps.com/Weapons/WTUS_WWII.htm

Throughout the Pacific War the primary torpedo of the US submarine fleet was pretty much always the Mark 14.

Arclight
05-12-09, 06:31 AM
Google is your friend. :yep:

http://www.navweaps.com/Weapons/WTUS_WWII.htm
http://en.wikipedia.org/wiki/List_of_torpedoes_by_country

Ideal load-out is a matter of preference. Best to try out different combos and find out yourself. ;)

Welcome aboard. :up:

*Torplexed beat me to it. :)

Arclight
05-12-09, 10:47 AM
Just a quick glance a that guide shows it is full of faults. :nope:

Rockin Robbins
05-12-09, 11:08 AM
Agreed. In this case the Ubi guide is way off base in just about every regard. Especially hokey are the "aka" nicknames/labels in quotes starting off each torpedo category are irritating to me.:stare:

Arclight
05-12-09, 11:39 AM
Yeah, he just pulled those out of his... hat. :roll:

So many errors there you'lld need to rewrite the whole thing to correct them. Kudos for the attempt, but not reliable.

Eichmann, you'll be likely starting off with Mark 14 and Mark 10 torpedoes. Mark 10 is a smaller weapon and is standard for the S-boats. Reliable but slow, no magnetic pistol historically, though the stock game may have gotten this wrong.

The Mark 14 is the standard weapon on fleet-boats, but suffers from some issues. Historically these were so severe that you might as well be launching kitchen utensils, but the stock game tones it down considerably to a somewhat reliable weapon. At high speed and a right-angle impact, chances for a dud are at their peak. If you're experiencing too many duds for your taste, try shallower angles (45deg optimum, anything more or less increases duds). Setting the fish to run at low speed helps too. Keep in mind that it's the impact angle that matters; after a target spots a wake, it will start to maneuver to evade, changing the angle.

About depth: I would set fish shallow. Some ships have hulls that slope towards the keel (V-shape hull instead of flat bottom). If a torpedo strikes far down the hull, the shallow angle makes it just bounce off. Only set deep-running torpedoes when going for keel shots. You can try this with Mark 14, but the magnetic pistol is very unreliable. You're more likely to get a premature detonation or dud than a good hit. On top of that, the depth keeping isn't much better; probably best to disable the magnetic trigger altogether and go for impact.



Some quick pointers, anyone feel free to correct it or add to it.

Stealhead
05-12-09, 07:33 PM
He may want to know the ranges.
For the mk.10 only 3,500yds one speed 36knots
mk.14 9,000/4,500yds 31/46knts slow/fast(mk.23 is a mk.14 with only the fast settings)
mk.18 3,800yds 29knts (no wake to be seen)
mk.16 12,000yds 46knts
mk.27 5,000yds 12knts (homing no wake either)