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TwinStackPete379
08-07-10, 03:31 AM
If this addressed someplace else, I could not find it. Here's what i got. I'm Giving TMO 1.8 another shot, I haven't had luck in the past with it. So, I line up an O'Kane attack on a DD, and fire 3 torps. I saved it before the shot, when the torps look like they're gonna hit, they pass thru the target. so I load save backup and try agin experimenting with the torp settings. All my apparent hits are passing right thru the target...every time. Here's my question: If a torpedo is a dud, will it pass thru the target? It could be I just have 3 duds, but, I'm not sure how duds behave.

Diopos
08-07-10, 04:09 AM
Are you sure your torps are passing "through" and not "under" the target?


.

Armistead
08-07-10, 07:21 AM
I play TMO2 now, but played 1.8 for a long time and never had that problem.

Remember, you're shooting at a DD, not sure which one, but most ride high on the water. Even if you set your torps on the lowest setting, say 5ft, early in the war those torps always ran much deeper, usually about 9 ft in game. I agree, your torps are running under, not through.

Duds will hit the ship and bounce off it and just sink. You should get a message dud torpedo. Prematures will just explode in route. Still, early war probably best to set your torps to influence since they will probably run deep.

Next time you shoot, use the external cam and follow the torpedo and you should see it passing under. Try shooting some merchants and you shoudn't have the problem, just don't run torps at the keel line early war.

TwinStackPete379
08-07-10, 07:37 AM
Thanks for the quick reply. Yeah i used the external cam. the last couple of tries it looked like they went thru, but who knows for sure? TMO is up to 2.0 now? That's the latest version? oh boy. going to look now :)

TwinStackPete379
08-07-10, 07:53 AM
ok...I found it even tho i was looking for 2.0 last night. when i google "trigger Maru overhauled 2.0" the links pop up, i go to them, then i see the date of Ducimus' post and think to my self "how did 2.0 come out in '07?" (or was it '08? I'm working from memory here and it's not so good anymore) Then in a moment of clarity i check the bottom and realize the post was edited last just 2 months ago. If my head wasn't attached...

Admiral8Q
08-07-10, 02:58 PM
Are you sure your torps are passing "through" and not "under" the target?
That's what I was thinking also.

Yes TwinStackPete, TMO 2.0 is revamped for better play. :cool:

TwinStackPete379
08-07-10, 03:13 PM
Yeah, I'm halfway through the first patrol on 2.0. all i can say is wow! As far as my torp problem earlier....I bet they were going under. Which is fine because i thought maybe i had a nasty glitch, but, no. That twin gun Narwhal is so friggin neat. I know the next skin i'm making. :)

Admiral8Q
08-07-10, 09:08 PM
TS Pete, my recommendation is to take Mark 10's up until mid 1943. Those Mark 14's are a bitch. They run too deep, they explode prematurely or not at all, more duds than good ones.:nope:

TwinStackPete379
08-08-10, 11:00 PM
8Q i took ur advice. i loaded up MK10s on the third patrol. That last patrol was useless. i came back with 2 fish and out of the rest, 3 detonated. :damn:
In a moment of frustration i surfaced and let the deck guns loose. I love this new boat.

Spieder3
08-09-10, 04:55 AM
I have the same problem with the TMO 1.7.
Lots of torpedos start and dive, and passing under the target.
Sometimes the torpedos exploding in the middle of the range to the target. (1000 Yards)
I have no idea what I did wrong. It's frustrating! :mad:
I have only SH4 1.4, can't install TMO 2.0.

TwinStackPete379
08-09-10, 07:17 AM
Spieder, find yourself a copy of "Silent Hunter Wolves of the Pacific" *GOLD EDITION* It's got what you need to install 2.0. I found mine in the States. Someone has it somewhere for sale.

Spieder3
08-09-10, 07:49 AM
But thats not the solution for my problem.
It's not normal that torpedos exploding without reason, or?
The problem is, the TMO 1.7 is very good, but without this mod I have hardly problems with torpedos.

http://www.abload.de/thumb/1vpj4.jpg (http://www.abload.de/image.php?img=1vpj4.jpg)

http://www.abload.de/thumb/29qaf.jpg (http://www.abload.de/image.php?img=29qaf.jpg)

tater
08-09-10, 08:38 AM
But thats not the solution for my problem.
It's not normal that torpedos exploding without reason, or?
The problem is, the TMO 1.7 is very good, but without this mod I have hardly problems with torpedos.

http://www.abload.de/thumb/1vpj4.jpg (http://www.abload.de/image.php?img=1vpj4.jpg)

http://www.abload.de/thumb/29qaf.jpg (http://www.abload.de/image.php?img=29qaf.jpg)

It's very normal for early mk14s to explode "without a reason."

They were notorious for this, in fact. In many ways, it likely contributed to later japanese losses because they got complacent about submarines...

Spieder3
08-09-10, 08:58 AM
Ok, but for a test I had shot 6 topredos at the same time, 4 torpedos exploding. Not very realistic.
But my problem is the dive deep. The torpedos come out my boat and run under approx. 8 meters. I can do anything against that.
Sorry for my english.

tater
08-09-10, 09:10 AM
US Mk14 fish always ran deep at the start of the war. ALWAYS. The Navy was too cheap to test them with a real warhead, and used a dummy that was significantly lighter. The average value of this was 11 feet as I recall.

In addition, the magnetic pistol failed often. More likely than not to fail.

On top of THAT, the contact pistol was ALSO faulty. If they hit close to 90°, the detonator would break and fail to explode.

Read some early war patrol reports—they sound a lot like your post :)

sergei
08-09-10, 09:18 AM
Ok, but for a test I had shot 6 topredos at the same time, 4 torpedos exploding. Not very realistic.

If you do any reading about the US Mark 14 fiasco, you'll realise this probably is realistic.
Honestly, the Mark 14 was incredibly unreliable for the first 18 months of the war.

It ran up to 12 feet lower than set.
The magnetic exploders were very prone to premature detonation, or just plain not exploding at all.
The contact exploder had a tendency to deform the firing pin to the extent that it could not detonate the torpedo.
Oh and let's not forget the delightful fault that sometimes had the torpedo getting its gyro stuck, resulting in it circling around and hitting the submarine.

That the primary weapon these men were sent out to war with was so unreliable, and remained so for a full year and a half, was negligence bordering on the criminal.
Furthermore, returning skippers reporting these faults had their claims dismissed by the Bureau of Ordnance.
They were told 'there's nothing wrong with the torpedoes, you're just not shooting them straight'.
It took fully 18 months to completely iron out all the problems with the Mark 14.

Sorry Spieder3, I'm not having a go at you, merely attempting to point out that yes, in real life the torpedoes really were this bad. :DL
Maybe you should play with the Dud torpedoes option disabled?

EDIT: Tater beat me to it.

Spieder3
08-09-10, 09:31 AM
Thanks for the good answers.
I can life with that fails, but it is strange when you don't know about the real torpedos.
Go the torpedo fails with TMO 1.7 after the 18 months?
And when I can buy new torpedos?

sergei
08-09-10, 09:47 AM
Yes, they get fixed in TMO, some time in 1943.
I'm not sure exactly when, I haven't checked the dates.

Until then there are a few measures you can take to lessen the effects.

Be aware that they will run up to 12 feet deeper than set, and adjust your setting accordingly.
With shallow draft targets, even if you set them to the minimum depth, you still may not hit the target.

In calm seas (wind speed 5ms or less), magnetic exploders are fine.
I will always use magnetics set to fast speed in this situation, and most of them hit the target before they blow themselves up.

In anything rougher than that, you'll have to use the contact exploder.
Set torpedo speed to slow, makes it more likely it will actually go off.
If you can hit your target at an angle, rather than at 90 degrees, there is a better chance of them working.

Obviously this all means you will have to shoot more torpedoes than you feel you need, just to be sure that at least some of them work.
This is the practice the Skippers in real life had to do, as the extent of the torpedo problems became apparent.

Even then, you may just have a run of bad luck, where no matter what you do on a patrol, the damn torpedoes just will not work
Again, this did happen to skippers at the time.

Oh, and watch out for circle runners.
Either check on the attack map, through the periscope, or on the hydrophone that all the fish are heading in the direction you want.

Every now and again, one will just shoot off at what looks like a crazy angle, then start to circle back towards you and try and kill you.
You need to get the hell out of there, and hope it's a dud.

Again, good boats and crew were lost during the war because of this problem.

Good luck Spieder3 :salute: