View Full Version : [Done] AI planes dropping homing torpedoes by Peabody
keltos01
03-25-10, 05:53 PM
Homing torpedoes dropped from AI planes (Peabody's mod)
http://img411.imageshack.us/img411/6574/homingtorptest.jpg (http://img411.imageshack.us/i/homingtorptest.jpg/)
sitting ducks
http://img109.imageshack.us/img109/3776/carriers.jpg (http://img109.imageshack.us/i/carriers.jpg/)
Carriers coming !
http://img716.imageshack.us/img716/6894/planese.jpg (http://img716.imageshack.us/i/planese.jpg/)
planes bearing 98 !
http://img641.imageshack.us/img641/885/torp.jpg (http://img641.imageshack.us/i/torp.jpg/)
torpedo drop :
http://img683.imageshack.us/img683/5104/dropu.jpg (http://img683.imageshack.us/i/dropu.jpg/)
torpedo :
http://img11.imageshack.us/img11/1783/torpe.jpg (http://img11.imageshack.us/i/torpe.jpg/)
seeking.....
http://img256.imageshack.us/img256/7012/seeking.jpg (http://img256.imageshack.us/i/seeking.jpg/)
target !
http://img248.imageshack.us/img248/2345/targeti.jpg (http://img248.imageshack.us/i/targeti.jpg/)
tracking.....
http://img265.imageshack.us/img265/2791/tracking.jpg (http://img265.imageshack.us/i/tracking.jpg/)
in sight....
http://img36.imageshack.us/img36/5759/insightc.jpg (http://img36.imageshack.us/i/insightc.jpg/)
close...
http://img440.imageshack.us/img440/4058/close.jpg (http://img440.imageshack.us/i/close.jpg/)
BOOM !!!
http://img268.imageshack.us/img268/2999/booomth.jpg (http://img268.imageshack.us/i/booomth.jpg/)
TORPEDO HIT !!!!!!
http://img532.imageshack.us/img532/3307/hit2.jpg (http://img532.imageshack.us/i/hit2.jpg/)
http://img91.imageshack.us/img91/8017/jolox.jpg (http://img91.imageshack.us/i/jolox.jpg/)
damage :
http://img69.imageshack.us/img69/8454/damageu.jpg (http://img69.imageshack.us/i/damageu.jpg/)
BRAVO PEABODY !!!!!!!!
:D :salute::yeah::yeah::yeah:
peabody
03-25-10, 07:41 PM
Keltos,
I didn't really have to do anything, the torps work in game, just need to change to homing if you want them.
But the game does have a bug, the material node on the torpedo uses Torpedo.tga and the texture Torpedo.dds is the pic used for the dials to fire a Salvo, so the torpedo.dat file is using the wrong .tga/.dds.
Peabody
ETR3(SS)
03-25-10, 10:20 PM
If I may add my two cents here. I've noticed that in 1.4 the air dropped torpedo has the correct texture, however in 1.5 you get what you see in the screen shot here. Might be a place to start to get the texture correct.
peabody
03-25-10, 10:54 PM
If I may add my two cents here. I've noticed that in 1.4 the air dropped torpedo has the correct texture, however in 1.5 you get what you see in the screen shot here. Might be a place to start to get the texture correct.
Thanks, unfortunately I don't have 1.4 installed, but no big deal we can change it to one of the other torpedo textures. It makes sense though, since I think the image is for the dials in a uboat for firing salvos. Someone just used the same name for a texture I guess.
Peabody
keltos01
03-26-10, 02:13 AM
what we'd need is a clone of a torpedo bomber, use that one sparingly in the campaign, starting in 1944 as in RL, and let that one carry the homing torpedoes.
They usually patrolled in pairs, not single planes.
I love it ! next we'll have MAD equipped IJN planes hunting down Fleetboats :arrgh!:
keltos
The Mark 24 Mine (also known as FIDO or Fido) was a US (http://en.wikipedia.org/wiki/United_States) air-dropped passive acoustic homing anti-submarine (http://en.wikipedia.org/wiki/Submarine) torpedo (http://en.wikipedia.org/wiki/Torpedo) used during the Second World War (http://en.wikipedia.org/wiki/Second_World_War) against German (http://en.wikipedia.org/wiki/Germany) and Japanese (http://en.wikipedia.org/wiki/Japan) submarines. It entered service in March 1943 and continued in service with the US Navy until 1948. Approximately 4,000 torpedoes were produced, sinking 37 and damaging a further 18 submarines out of a total of 204 fired. The torpedo was also supplied to the British (http://en.wikipedia.org/wiki/United_Kingdom) and Canadian (http://en.wikipedia.org/wiki/Canada) forces.
Warhead: 92 lb (41.7 kg) Torpex (http://en.wikipedia.org/wiki/Torpex) high explosive (http://en.wikipedia.org/wiki/High_explosive).
Propulsion: 5 hp (3.7 kW) electric motor driving a single propeller, powered by a 48 volt lead acid battery.
Speed and endurance: 12 knots for 10 minutes, giving a range of about 4,000 yards (3,700 m)
The first sinking with FIDO occurred in May 1943 and was possibly U-640 (http://en.wikipedia.org/w/index.php?title=Unterseeboot_640&action=edit&redlink=1) or U-657 (http://en.wikipedia.org/w/index.php?title=Unterseeboot_657&action=edit&redlink=1). During its career, the torpedo sank a total of 37 submarines, achieving an effectiveness of about 22%, compared with about 9% for depth charges.The torpedo's relatively low speed was kept secret since, while U-boats (http://en.wikipedia.org/wiki/Unterseeboot) could not outrun the torpedo underwater, they could outrun it on the surface.wikki
http://en.wikipedia.org/wiki/Mark_24_Mine
keltos01
03-26-10, 03:07 AM
http://img268.imageshack.us/img268/2373/torpairhomingus.jpg (http://img268.imageshack.us/i/torpairhomingus.jpg/)
original torpedoair
http://img175.imageshack.us/img175/2484/homingair.jpg (http://img175.imageshack.us/i/homingair.jpg/)
Homing torpedoair : mk27 model, fixed screw and detonator animation according to new model
I never made a new plane for the game before.. :
- I cloned the ATB Avenger like I would a sub's files.
- I set it in the american roster :
[UnitClass]
ClassName=USTorpedoBomberhoming
UnitType=303
AppearanceDate=19390101
DisappearanceDate=19480101
DisplayName=US TB Torpedo Homing
[Texture 1]
TextureName=data/Air/ATB_USTorpedoBomber_homing/ATB_USTorpedoBomber_homing_T01.tga
StartDate=19000101
EndDate=19991231
Frequency=1
- I cloned the airtorpedo :
Torpedo_Air_US_homing
I set the torpedo .sim and .zon to the spec of the real torpedo
I imported the mk27model
I fixed the propeller's animation
I added an animation to the detonator : it now spins :)
- I made new textures : Torpedoairhoming
what am I missing to have it ingame ???
keltos
I think I was going to ask yesterday if this will work with 1.4 and RFB? dam old age......:damn: Peabody where did you get all those japaknes subs etc....
Planes taking of carriers, air dropped homing torpedoes (possibility for MAD equipped IJN planes hunting down Fleetboats), Radar Range Unit [WIP], Narwhal... SH4 is turning into a whole new sim! I'll take it over SH5 any day. :)
Some great stuff you guys are working on here. :up:
Armistead
03-26-10, 05:23 PM
Just wish we could get all these things working in career mode with the supermods....
keltos01
03-26-10, 05:30 PM
that's the plan :yep:
we start with stand alone mods that we integrate later in our larger mod, like I did for the jap subs, this is meant for the IJN campaign Climb Mount Niitaka.
But I could never do a quarter of the stuff I do without Peabody.
Keltos
@clayp : this is for the IJN side player.. the IJN had no homing torpedoes, but if it works it could well be done for the other side ;)
the IJN had MAD though, and DC to go along : they would screen in front of convoys and could spot a sub at ? 100 feet deep 100 m on either side of the plane, I think some US subs were attacked that way, but as always too little too late
peabody
03-26-10, 07:04 PM
I think I was going to ask yesterday if this will work with 1.4 and RFB? dam old age......:damn: Peabody where did you get all those japaknes subs etc....
Howdy Clay, hope you are feeling well.
I don't have a separate install of 1.4 so I can't test or even make a version for it. But right now we are still testing to see if they will actually work correctly.
Most of the stuff we are using is from the US stuff so it would probably work ok, but I don't know about RFB, don't know what files are changed. I would have to look at it.
Keltos built the Japanese Subs for our Japanese Campaign which is way behind schedule due to some Real Life problems on my part. He had some subs and I was writing a Campaign and decided on Japanese since there was TMO, RSRD, RFB and OM so Japanese was the only thing left and he needed a place to put his subs, so we teamed up. Someday maybe I can get my part done.
Peabody
Jan Kyster
03-26-10, 08:25 PM
.. the IJN had no homing torpedoes, but if it works it could well be done for the other side ;)For crying out loud, man! Delete before Ducimus sees it! :stare: :o
Bubblehead1980
03-27-10, 01:23 AM
yep, i am looking forward to the day we have MAD equipped planes in SH that works with TMO RFB etc.Will be wondering how planes are nailing us at 250 or 300 feet lol good stuff.
http://img641.imageshack.us/img641/885/torp.jpg
Is this a die marker or what? :)
You probably know this already, but I'll post it anyway. MAD related:
http://ibiblio.org/hyperwar/AAF/USSBS/IJO/IJO-48.html
Q. Describe by diagram the employment of MAD planes in convoy coverage?
http://ibiblio.org/hyperwar/AAF/USSBS/IJO/img/plate_48-1.jpg
Q. What was the procedure when your MAD discovered a submarine?
http://ibiblio.org/hyperwar/AAF/USSBS/IJO/img/plate_48-2.jpg
peabody
03-27-10, 02:41 PM
Now for the bad news, it doesn't work.
For some reason on the initial testing I had a line of stationary ship in a north/south line. There were also two carriers steaming at 20 knot east to west.
The planes in the mission toward the North/south line of ships and dropped the torpedoes and the torpedoes hit the Carriers traveling east west about 1500 yards north of where the torps were dropped. This happened twice in two different test.
But apparently it was a fluck, I do not know why the torps turned and headed for the carriers but I have been unable to reproduce the event. In fact I can not even get a 'homing torpedo' on a plane.
What happened in the test is still a mystery.
Peabody
ETR3(SS)
03-27-10, 03:08 PM
If I remember correctly there is a huge difference in the manner in which air dropped torpedoes work in 1.4 and 1.5. I believe in 1.4 when the torpedo was dropped it behaved like you would expect. However in 1.5 when the torpedo is released it immediately begins traveling quickly in the opposite direction of the dropping aircraft. I'll set up a mission to test this out to see if my memory serves me right and post the results here. This could help with your testing.
peabody
03-27-10, 03:40 PM
If I remember correctly there is a huge difference in the manner in which air dropped torpedoes work in 1.4 and 1.5. I believe in 1.4 when the torpedo was dropped it behaved like you would expect. However in 1.5 when the torpedo is released it immediately begins traveling quickly in the opposite direction of the dropping aircraft. I'll set up a mission to test this out to see if my memory serves me right and post the results here. This could help with your testing.
I have not had that happen (going in the opposite direction). I have been close to the plane and had it appear to go backwards. But if I stay a ways behind the plane, I found that what was happening is the plane is going at 120MPH and I have had the torpedo drop at the speed it is going to travel in the water, don't remember exactly but somewhere between 30-40 knots.
So it appears to go backwards. In other words it doesn't come off the plane like its should, traveling at the same speed as the plane.
But maybe what you have experienced is different, I appreciate any information you have.
It is a mystery why the torps hit the carriers. They were US planes and US carriers so they should not have been attacked.
But any testing data you have would be appreciated.
Peabody
keltos01
03-27-10, 04:18 PM
In the test pictures I showed at the beginning of the thread, the torpedo dropped backwards, hit the water, then moved backwards and down deep (I followed it all the way) then started moving forward again, went up to torpedo depth (5 feet I believe) and went straight to the target.
in a pm, lurker_hlb3 (http://www.subsim.com/radioroom/member.php?u=215688) told us :
I too “cloned” the Torpedo_Air_US into a “Mk24” and took the 3d model of the “MK27” so it would appear as a real “MK24”, however even though you change the “type” in amun_AirTorpedo from “AIR” to “Mk27TorpUS” in the .sim file, the system still treated the weapon as a “straight” running non-homing torpedo.
All test showed that the “only” time you would every get hit is if you were on the surface going in a “straight” line at speed of 6 knots or less. If you were at “periscope” depth the torpedo would go right over the top of you and unlike a true home torpedo, it would not turn to re-engage me.
so we still have to work on the homing..
keltos
peabody
03-27-10, 04:34 PM
In the test pictures I showed at the beginning of the thread, the torpedo dropped backwards, hit the water, then moved backwards and down deep (I followed it all the way) then started moving forward again, went up to torpedo depth (5 feet I believe) and went straight to the target.
so we still have to work on the homing..
keltos
So you must be seeing the same thing ETR3 is talking about. I haven't seen that, but I have only followed a couple torps "ALL the way".
Peabody
keltos01
03-27-10, 04:57 PM
how can we make it so that more planes attack ? so as to stop better the way the torps behave (I'm no good at mission editing..)
also :
they would need to fly max at 120 mph at 250 feet for the drop, can that be set up ?
Initially the torpedoes were set to search for a target at a depth of 50 feet (15 m), this was later changed to 150 feet (45 m). To prevent the torpedo accidentally attacking surface ships, it resumed its circling search if it rose above a depth of 40 feet (12 m). The torpedo's relatively low speed was kept secret since, while U-boats (http://en.wikipedia.org/wiki/Unterseeboot) could not outrun the torpedo underwater, they could outrun it on the surface.
keltos
The Bogue group arrived at Casablanca on 29 May, 1944. 15 June 1944 found Bogue at sea again, covering a convoy. On that day she was ordered to hunt for one German and one Japanese submarine about 850 miles west of the Cape Verdes. On the night of 23 June, Bogue Avenger pilot Lt. Commander Jesse Taylor picked up Japanese submarine I-52 on his malfunctioning radar (only the right half of its sweep was working).
Guided by sonobuoys, Taylor attacked again with a Mk 24 Fido, and heard an explosion and what he thought were noises of the submarine breaking up. However, Bogue's war diary states that, more than one hour after Taylor's attacks, two additional Avengers both heard the propeller beats of I-52. Lt. (jg) William Gordon dropped a Fido and, 18 minutes later, heard a long rolling explosion, break-up noises, and further propeller beats which quickly faded. http://uboat.net/allies/ships/uss_bogue.htm
http://img256.imageshack.us/img256/5665/fidox.jpg (http://img256.imageshack.us/i/fidox.jpg/)
keltos01
03-27-10, 05:11 PM
The main weapons carry within the Navy were the TBF Avenger and PBY Catalina, which employed the weapon in lieu of and supporting depth charges. The first victim of the new weapon was U-467, sunk by a plane of VP-84 in the Atlantic, May 25th, 1943. Following her would be 31 boats, with another 15 damaged. (Numbers for the U.S. Atlantic Fleet only, no figures found for Pacific drops. Likely none were executed. Weapon is included for the sake of completeness and the possibility that it actually WAS used.).FIDO could be dropped at 125 knots from 250 feet. FIDO homed via four hydrophones and a simple steering mechanism pointing the torpedo toward the source of the noise.
Typical mission profiles included forcing the submarine to dive, then drop the torpedo onto its head.
http://www.microworks.net/PACIFIC/armament/mk24fido_air.htm
see also :
http://www.navweaps.com/Weapons/WTUS_WWII.htm
ETR3(SS)
03-27-10, 05:11 PM
Ok I was able to replicate what I described earlier. It seems to be a problem that affects only the US Torpedo bomber (aka Helldiver), and is present in both 1.4 and 1.5. In both versions of the game the Japanese Kate performed as expected with their torpedoes. The Helldiver however when dropping its torpedo instead launches it back and up away from the mother aircraft. I witnessed the weapon skipping off the surface of the water several times before entering the water. At this point the weapon was still traveling backwards and after a short run of maybe 100yds the weapon proceeded to dive, reaching a 90º angle on its decent. I followed the weapon as far down as I could before it got too dark to see. Presumably at some point the weapons' astern motion was overcome and started moving forward and reached its run depth. Of 6 torpedoes dropped only 2 made it to the target.
The problem I believe lies in the Helldiver. Upon investigation I found that both aircraft use the same torpedo, so that can be ruled out as a possibilty. I then looked into each planes dat file and found immediate differences in the structure. The Kate has a node dedicated to just the torpedo, the US does not. This could be the reason for the odd torpedo behavior.
Now for something completely different! The torpedoes that you did drop. That behaved in precisely the manner the game told them. The "homing" torpedoes of the game use a passive homing system. If the target is not emitting any sound then the weapon will seek out the nearest target that is radiating sound. In this case the US carriers were the loudest sound. Another thing is the fact that the homing torpedoes can not change depth. The homing aspect of the weapon in game only controls the rudder.
keltos01
03-27-10, 05:20 PM
so adding that node to the ATB could solve the problem ?
not changing depth is kindo ok as it would give us a fighting chance..
keltos
peabody
03-27-10, 06:07 PM
Now for something completely different! The torpedoes that you did drop. That behaved in precisely the manner the game told them. The "homing" torpedoes of the game use a passive homing system. If the target is not emitting any sound then the weapon will seek out the nearest target that is radiating sound. In this case the US carriers were the loudest sound. Another thing is the fact that the homing torpedoes can not change depth. The homing aspect of the weapon in game only controls the rudder.
The problem is it shouldn't have, simply because we have been unable to get a homing torpedo (acoustic) to work from a planes. In fact I moved the node which is inside to plane to the outside and there is no torp on it, unless it is an amun_AirTorpedo in the sim, set to Acoustic prevents it from showing. BUT the torps that hit the carriers had to come from the planes, since I was the only sub, and I did not fire any torps, there were no other ships or planes in the area other than the ones I put there to test and they were crossing south of me going east to west and the carriers were north of me.
The targets were all stationary and my sub was also, I only did the mission at first to be sure the planes would actually drop torpedoes. And when I started playing with settings I forgot to make something move, so the US Carriers were the only thing moving and BOOM.
So, basically that is the mystery why it worked that time and won't work any more.
Peabody
keltos01
03-28-10, 02:16 AM
file:///C:/DOKUME%7E1/Besitzer/LOKALE%7E1/Temp/moz-screenshot.pngcorrect height for torpedo release this time on :
http://img44.imageshack.us/img44/7996/atbtorp.jpg (http://img44.imageshack.us/i/atbtorp.jpg/)
http://img204.imageshack.us/img204/6089/atbk.jpg (http://img204.imageshack.us/i/atbk.jpg/)
keltos
keltos01
03-28-10, 12:24 PM
http://img267.imageshack.us/img267/3346/homtorpcopy.jpg (http://img267.imageshack.us/i/homtorpcopy.jpg/)
plane flying between ships
http://img697.imageshack.us/img697/3346/homtorpcopy.jpg (http://img697.imageshack.us/i/homtorpcopy.jpg/)
torpedo away !
http://img691.imageshack.us/img691/3346/homtorpcopy.jpg (http://img691.imageshack.us/i/homtorpcopy.jpg/)
in water
http://img248.imageshack.us/img248/3346/homtorpcopy.jpg (http://img248.imageshack.us/i/homtorpcopy.jpg/)
down deep... (would never have made it to PH)
http://img214.imageshack.us/img214/3346/homtorpcopy.jpg (http://img214.imageshack.us/i/homtorpcopy.jpg/)
in water turn to port
http://img694.imageshack.us/img694/3346/homtorpcopy.jpg (http://img694.imageshack.us/i/homtorpcopy.jpg/)
back up and above water !
http://img641.imageshack.us/img641/3346/homtorpcopy.jpg (http://img641.imageshack.us/i/homtorpcopy.jpg/)
target in sight - no tracking -
http://img535.imageshack.us/img535/3346/homtorpcopy.jpg (http://img535.imageshack.us/i/homtorpcopy.jpg/)
clean misss - no tracking - :nope:
keltos01
03-28-10, 12:30 PM
http://img535.imageshack.us/img535/8754/homtorpcopyu.jpg (http://img535.imageshack.us/i/homtorpcopyu.jpg/)
http://img266.imageshack.us/img266/3346/homtorpcopy.jpg (http://img266.imageshack.us/i/homtorpcopy.jpg/)
http://img696.imageshack.us/img696/3346/homtorpcopy.jpg (http://img696.imageshack.us/i/homtorpcopy.jpg/)
http://img202.imageshack.us/img202/3346/homtorpcopy.jpg (http://img202.imageshack.us/i/homtorpcopy.jpg/)
got tracking on the newt attack !!!
actually saw the torp veer to port towards marchant !!!
I got hit too !!! sh*t was watching the merchies..
http://img691.imageshack.us/img691/486/homtorpcopyi.jpg (http://img691.imageshack.us/i/homtorpcopyi.jpg/)
http://img710.imageshack.us/img710/3346/homtorpcopy.jpg (http://img710.imageshack.us/i/homtorpcopy.jpg/)
http://img689.imageshack.us/img689/3346/homtorpcopy.jpg (http://img689.imageshack.us/i/homtorpcopy.jpg/)
other plane drop :
torp seems tracking too !
booooom !!!!!
keltos01
01-26-11, 02:43 PM
lurker made a mk24 fido for WDAD airdropped, will try it out
AOTD_MadMax
01-27-11, 03:33 AM
Hi,
in FOTRS i also got some problems with the air-torpedoes.
It is important to place the torpedo outside the hull of the plane.
When you place the torps inside the hull ( Avenger got this in real ) the torpedoes went on ground when they was dropped.
Regards
Maddy
kibeldede
01-30-11, 06:36 PM
is this possible in SH3?
keltos01
01-31-11, 02:16 AM
is this possible in SH3?
I wouldn't know.... I only modded SH4...
maybe.. with s3d ?
keltos
TheBeast
01-31-11, 04:05 AM
Just a few thoughts...
Is it possible to not activate torpedo until water level interaction?:06:
This may solve torpedo homing issue...:timeout:
Also, 250 feet altitude seems very high. Without drag parachute, torpedo would dive very deep.
Maybe making dummy torpedo model that stays at water surface at all times following directly below launch aircraft not visible.
Like what GWX team did for the Humpback Whale model.
That way, the torpedo dropped from Aircraft is just for sim. Real torpedo is fired from dummy model at water surface when dropped torpedo dummy interact with water.
Maybe "Splashes in the Water" Sonar Station report sound would be nice as well?:ping:
Currently, Sonar Station does not report enemy torpedo's and if you are submerged and aircraft drops a torpedo you currently have NO warnings.
keltos01
01-31-11, 08:13 AM
Just a few thoughts...
Is it possible to not activate torpedo until water level interaction?:06:
This may solve torpedo homing issue...:timeout:
Also, 250 feet altitude seems very high. Without drag parachute, torpedo would dive very deep.
Maybe making dummy torpedo model that stays at water surface at all times following directly below launch aircraft not visible.
Like what GWX team did for the Humpback Whale model.
That way, the torpedo dropped from Aircraft is just for sim. Real torpedo is fired from dummy model at water surface when dropped torpedo dummy interact with water.
Maybe "Splashes in the Water" Sonar Station report sound would be nice as well?:ping:
Currently, Sonar Station does not report enemy torpedo's and if you are submerged and aircraft drops a torpedo you currently have NO warnings.
the splashes not being reported is a major drawback, the homing of the torp being made to work or not.
will re-work at it
keltos
iowa101
01-31-11, 08:20 AM
Although there's some obvious things that need ironing out, this should be a great addition to the game, especially when we have x amounts of surface ships playable and that this would be a great challenge for anyone who would choose to have a battleship.
Not only would the realism of the game go up, but it would be so much fun to try and dodge one of those *********s.
That is if your adding this concept to Allies and enemy alike.
Can't wait to see how this turns out, great work guys!! :yeah:
sidslotm
02-01-11, 07:26 AM
Hi all,
I like the idea of this mod and could see many uses for it within missions.
could this torpedo be dropped from a swordfish?
also could there be a random hit/miss feature, say allowing for pilot error?
sid
iowa101
02-01-11, 08:06 AM
That is a great idea, that would also add to the realism of the game, as most WW2 torpedoes failed to detonate most of the time.
And to launch a torpedo the pilot would of had to fly at a low altitude and slow speed as they had to judge when to drop it. Due to the fact that if the torpedo hit a tuft of a wave it would veer of course and miss the intended target.
Towards the start of WW2 America was still figuring out how to use their torpedoes and also their carriers which would also have an impact on how well the pilots we're able to launch successful torpedo attacks.
You'll have to ask Keltos about it being launched from a swordfish, i would have thought that adding it as a hole would be better, rather than adding it to one type of plane only.
yamatoforever
11-27-11, 06:10 AM
Download link????
keltos01
02-23-17, 08:27 AM
gotta rework on this...
keltos01
02-25-17, 04:43 AM
"These problems were greatly reduced by the latter years of the war. Torpedoes had fin stabilizers, nose drag rings and tail shroud rings added, all of which worked to slow the torpedo after it was dropped so that it struck the water nose-first and at an acceptable speed. These improved the drop characteristics such that the recommended aircraft maximum launch parameters were increased to a height of 2,400 feet (730 m) and a speed of 410 knots.
A lanyard was attached to the tail of the torpedo. When dropped, the lanyard tripped a starting lever, but a water trip delay valve prevented the combustion flask from lighting off until the torpedo had entered the water. When dropped at 150 knots or more, the torpedo would enter the water at an angle of between 26 and 30 degrees. The water needed to be at least 150 feet deep (45 m) and the torpedo assumed its preset running depth after water travel of 300 yards (275 m). The exploder mechanism was armed after water travel of 200 yards (180 m). Depth could be set up to 50 feet (15 m)."
http://www.navweaps.com/Weapons/WTUS_WWII.php
keltos01
02-25-17, 10:25 AM
19" (48.3 cm) Mark 24
Ship Class Used On Aircraft
Date Of Design 1941
Date In Service 1943
Weight 680 lbs. (308 kg)
Overall Length 7 ft 0 in (2.134 m)
Explosive Charge 92 lbs. (42 kg) TPX or HBX
Range / Speed 4,000 yards (3,660 m) / 12 knots
Power Electric Battery
Guidance Passive Acoustic Homing
A very small anti-submarine homing torpedo. Also known as the Mark 24 Mine and as "Fido." Homing was by four crystal hydrophones arranged around the body with simple guidance system that steered towards the loudest noise. Launch parameters were 125 knots from 250 feet (76 m).
The following is from "US Navy Torpedoes" by Frederick J. Milford:
"340 [Fido] torpedoes [were] dropped in 264 attacks of which 204 were against submarines. In 142 attacks US aircraft sank 31 submarines and damaged 15; in 62 attacks against submarines other Allies, mainly British, sank six and damaged three. Most of these submarine sinkings were German U-boats in the Atlantic, but five Japanese submarines were sunk by Fidos, one, I-52, in the Atlantic and four in the Pacific. OEG Study No. 289, 12 August 1946, is the main source for this conclusion."
Fido was first used successfully by a British B-24 Liberator defending Convoy HX 237 on 12 May 1943, sinking U-456. This was followed by a USN PBY-5A from VP 84 which sank U-640 on 14 May 1943.
Fido would have been too slow to attack the Type XXI U-boats and could be avoided by going very deep
http://www.navweaps.com/Weapons/WTUS_WWII.php
it took 2 separate attacks to sink I-52. the first attack only damaged her, she now rests in 15000 feet deep.
propbeanie
02-25-17, 11:47 AM
I wouldn't have wanted to have been on one of those old WWI relic 4-stacker escorts that had an engine clang of 100+ decibels and have been near a drop zone... :o - "Scotty, I need ~more~ power!" "I'm givin' 'er all she's got, Cappin!" "While you're at it, can you hold the noise down a bit, please, Scotty?" "Sir, incoming torpedo! Time to impact, T-minus 22 seconds" "Thank you, Mister Sulu"...
keltos01
03-17-17, 07:35 AM
I need help to get this working ingame
Or aND someone else to look at my files to see what I'm missing
Keltos
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