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Inner Sound
06-29-09, 10:22 AM
Guess what this thread's about?

About a week into the Pacific war, playing TMO, harbour full of sitting ducks, lovely dark night.

Torps set to shallow, slow and contact. Cruised around at periscope depth for hours using up every bow torp, couldn't use sterns due to a well-placed bomb.

4000 tons and no medals for anyone. And yet curiously satisfying to even come away with that. But I've loaded up with Mk10s for current patrol. Not sure I'm ready to go to manual targetting yet !

Question: Is the lack of harbour response (there was 3 patrol boats sitting there) a constant in the game, or does something more start to happen as the war proceeds?

Rockin Robbins
06-29-09, 10:24 AM
Hehehehehehehehe!!!! Ain't TMO grand? We had real cruises where every torpedo was a dud and the boat came home fuming mad but with a big goose egg to show for the cruise.

If harbor patrol craft are at anchor, they might not get underway. If they are merely stopped they'll fire up and come after you if they survive the first spread.

Sailor Steve
06-29-09, 10:32 AM
I'm sorry to contradict you both, but our torpedoes are the best in the world, and your superiors advise you to stop making excuses for poor shooting. This kind of talk is bad for the morale of the men who serve under you.:damn:

Akula4745
06-29-09, 10:41 AM
LOL - welcome to my nightmare!! Dud after dud after dud...

Task Force
06-29-09, 10:44 AM
yep, the greatness of the Dud syndrome... lol

AVGWarhawk
06-29-09, 10:46 AM
You're getting a dud, dude:D

Task Force
06-29-09, 10:48 AM
lol.:lol:

yep, when in a sub the sound of metal hitting the hull of a ship isnt good. (good for the ships crew though, im sure they liked it.)

sunvalleyslim
06-29-09, 10:53 AM
Right there with you on the duds....can sure make for a frustrating patrol............ARRRRRRRGH....:arrgh!:

SteamWake
06-29-09, 11:14 AM
Heres a few tips that may or may not help with duds.

1.) Forget magnetic triggers they just dont work right. Use impact

2.) Dont use 'fast' settings, get closer and use slow.

3.) Set the torps to run as shallow as they can and again use impact triggers.

4.) Dont strive for that perfect 90 degree impact. A little off angle will be much more sucessful.

-------->| doink ------->/ kaboom :yep:

Your still going to get duds and yes Mk10's are more reliable.

Oh and on the lack of reaction from the anchored ships, yes this is par for the course. They are uhhhh not under steam :rotfl:

Stealhead
06-29-09, 11:22 AM
With pre mid 1943 mk14 try to go for a hit that glances the ships hull rather than the normaly ideal 90 or close to it AOB -l. The pistols where getting crushed from solid AOB hits and not going off.You had all the anti dud tricks except going for glancing blows.

Inner Sound
06-29-09, 11:28 AM
Only two or three of those torps were fired square on. And one of those actually scored the tonnage. I wonder if anyone knows if the game takes account of the angle?

AVGWarhawk
06-29-09, 11:42 AM
Only two or three of those torps were fired square on. And one of those actually scored the tonnage. I wonder if anyone knows if the game takes account of the angle?

:yep: Yes, sometimes the torp will bounce off if the angle is bad.


Water state at the time of firing is also taken into account.

Inner Sound
06-29-09, 11:57 AM
Water state? You mean surface roughage makes them run awry? Aw jeez.

SteamWake
06-29-09, 12:13 PM
Water state? You mean surface roughage makes them run awry? Aw jeez.

Mk14's set to run fast and shallow with magnetic triggers will often prematurely detonate.

The rough water doesent really seem to affect their 'flight path' in fact Ive seen them at times literally fly through the air inbetween the troughs of the waves.

Stormende
06-29-09, 04:10 PM
Have anyone tested this: I found that if I fire 2 torps they will score hits but if I fire 3 or 4 then 2 of them will be duds. I have tried it several times and it is some kind of rule. Anyone have checked this? TMO, FSB is random and I mean RANDOM btw.

:shucks:

Akula4745
06-29-09, 05:48 PM
Heres a few tips that may or may not help with duds.

1.) Forget magnetic triggers they just dont work right. Use impact

2.) Dont use 'fast' settings, get closer and use slow.

3.) Set the torps to run as shallow as they can and again use impact triggers.

4.) Dont strive for that perfect 90 degree impact. A little off angle will be much more sucessful.

-------->| doink ------->/ kaboom :yep:

Your still going to get duds and yes Mk10's are more reliable.

Oh and on the lack of reaction from the anchored ships, yes this is par for the course. They are uhhhh not under steam :rotfl:

Excellent advice, SW!

Armistead
06-29-09, 06:10 PM
I carry 80% M10's and a few 14's just in case I need a long reach.

With TMO you set the trigggers on they will premature, you use impact they will dud. He set it equal either way. But impact is better as stated if you use slow and at the proper angle.

Maybe a little lame to use the M10's and not deal with the historic aspect, but I do stay in my S boat until 43. I just can't deal with it.....:damn:

AVGWarhawk
06-29-09, 06:49 PM
Water state? You mean surface roughage makes them run awry? Aw jeez.

No, the do not run awry but rough seas can premature you torps set up to be contact/magnetic.

AVGWarhawk
06-29-09, 06:56 PM
Heres a few tips that may or may not help with duds.

1.) Forget magnetic triggers they just dont work right. Use impact

2.) Dont use 'fast' settings, get closer and use slow.

3.) Set the torps to run as shallow as they can and again use impact triggers.

4.) Dont strive for that perfect 90 degree impact. A little off angle will be much more sucessful.

-------->| doink ------->/ kaboom :yep:

Your still going to get duds and yes Mk10's are more reliable.

Oh and on the lack of reaction from the anchored ships, yes this is par for the course. They are uhhhh not under steam :rotfl:

1. Magnetic can work as a contact or proximity fuse. Run'em shallow.

2. I have better success if I use fast settings.

3. Shallow settings:03: Deep runners were a problem early start.

4. Yes, a little off angle does improve your percentage.

You won't find any MK10 in your fleets. Using Mk10's in your fleet boat is like stacking the deck.

Yes, ships in harbor do not have steam up to start tracking you but....their guns still work. :03:

These are opinions and experiences soley my own and do not represent SubSim or Steamwake in part or in total.

Inner Sound
06-29-09, 09:00 PM
Hmmm. So maybe magnetic in calm seas, at high speed. Contacts at slow in rough waters? If the maker of TMO set them to be equally unreliable.

But the important mystery of the derivation of the word "dud" is now all cleared up - it's the "dud" of torpedo on steel. I shall inform the crew, it will boost their morale.

Stealhead
06-29-09, 09:47 PM
I think dud means dud:A bomb,shell,or explosive round that fails to detonate.According to American Heritage dictionary.
Dont be suprised if your XO relives you of command for attempting to
convince the crew that hearing a torpedo "dud" sound is a good thing.;)

You never had an M-80 that you where going to throw into someones mail box fail to explode and your buddy say "Rats that was a dud!"?

Oh ok I see that you are from Scotland I can see why you havent heard dud used much. It is pretty common in american english.
I suppose you dont know what an M-80 is either it is what you would call a fire cracker or no that might be american english as well.
Dont listen to me.

breadcatcher101
06-29-09, 10:07 PM
At the start of my 5th war I elected to go with the "no duds" option.

Stealhead
06-29-09, 10:22 PM
I think there is a way to keep duds on in TMO but to reduce the amount but dont ask me how do it.But there is a way grasshopper.

Morpheus
06-29-09, 11:49 PM
At the start of my 5th war I elected to go with the "no duds" option.

take a torpedo expert/specialist aboard ... not sure if expert or specialist, but one of them is reducing the dudfactor

kr morph

AVGWarhawk
06-30-09, 07:18 AM
Hmmm. So maybe magnetic in calm seas, at high speed. Contacts at slow in rough waters? If the maker of TMO set them to be equally unreliable.

But the important mystery of the derivation of the word "dud" is now all cleared up - it's the "dud" of torpedo on steel. I shall inform the crew, it will boost their morale.

You have grown wise Grasshopper. Go forth and test your theory much as the real skippers did while command was not looking.:03: Report to Admiral Lockwood with your findings. Beware the circle runner, the under-runner and faulty impact triggers. Do not mess with Bungo Pete :D

Inner Sound
06-30-09, 09:32 AM
You're getting a dud, dude:DAw I geddit !!!!

And this is a Dell....god I'm thick.

AVGWarhawk
06-30-09, 09:37 AM
Aw I geddit !!!!

And this is a Dell....god I'm thick.

Drink some coffee and all will be much clearer. :yeah:

Stealhead
06-30-09, 12:32 PM
You know Dell fired the Dude your getting/got a Dell guy because he got busted with a small amount of pot. I wonder if the cop said "Dude your getting a cell."

SteamWake
06-30-09, 03:07 PM
Hmmm. So maybe magnetic in calm seas, at high speed. Contacts at slow in rough waters? If the maker of TMO set them to be equally unreliable.

But the important mystery of the derivation of the word "dud" is now all cleared up - it's the "dud" of torpedo on steel. I shall inform the crew, it will boost their morale.

Best not do that and keep it to yourself as Steve mentioned above it may end up in a court martial :rotfl:

Armistead
06-30-09, 07:46 PM
1. Magnetic can work as a contact or proximity fuse. Run'em shallow.

2. I have better success if I use fast settings.

3. Shallow settings:03: Deep runners were a problem early start.

4. Yes, a little off angle does improve your percentage.

You won't find any MK10 in your fleets. Using Mk10's in your fleet boat is like stacking the deck.

Yes, ships in harbor do not have steam up to start tracking you but....their guns still work. :03:

These are opinions and experiences soley my own and do not represent SubSim or Steamwake in part or in total.


I believe in reality that an S-boat can only use M-10's, even though the game will later give you M-14.s.

Loud_Silence
07-01-09, 05:35 AM
I really don't know how you do to have so many duds...
By just shooting at the side of the ship and using contact fuze i don't get almost any duds, maybe two or three when things were wrong. Most of the duds i ever had were from premature detonation...

AVGWarhawk
07-01-09, 07:20 AM
I believe in reality that an S-boat can only use M-10's, even though the game will later give you M-14.s.

Yes, the S can only use the 10's in RL.

Red Devil
07-01-09, 06:57 PM
I'm sorry to contradict you both, but our torpedoes are the best in the world, and your superiors advise you to stop making excuses for poor shooting. This kind of talk is bad for the morale of the men who serve under you.:damn:Now whee have I heard that remarks before? C in C Freemantle by any chance?

Silent Victory - Clem Bray - bible!

Inner Sound
07-02-09, 02:49 PM
So second patrol, almost a re-run except the port now has a destroyer patrolling the approach. So I study him for a bit then creep in and fire three mk10 (still not into full manual), get a lucky hit, surface and proceed on in.

About 8000yds out something starts splashing shells around, take 10% and crew damage before getting to periscope depth. I'd observed this magical 8000yds figure before so should have anticipated. Dereliction of duty.

Spend the next couple hours scoring 35,000 tons with the Mk10, come away with just two fish left from 24. Maybe 4 duds from the 22 loosed.

Advice on dealing with those 900 ton shallow draft patrol craft: set your fish to absolute minimum depth, or you'll just excavate a bit of the harbour wall.

I know it's miles from reality but it gave me gut satisfaction. Thanks modders.

kiwi_2005
07-03-09, 02:49 AM
I turn duds off in the realism menu. I hate duds...:damn:

Red Devil
07-03-09, 02:17 PM
I am going to see the doc in the sick bay - last night I had a premature detonation ..........................