View Full Version : (REL) Historical Torpedo Mod
Bubblehead1980
08-15-13, 10:08 PM
This is a mod I created for myself and decided to share.
The goal of this mod is to recreate to the torpedo issues, mainly the faulty magnetic detonator in a more accurate manner.The game by default bases premature detonations on wave height, my mod does not, there is a percentage set that is random.I have used this mod a bit, there are times I get one or two premature explosions out of 24 torpedoes, there are times I get 10 or more, it is random and depends on luck more than anything.I feel this is more accurate as some skippers had no or very few prematures on patrols, then on others had quite a few.
The dud rate and angles affecting duds were also adjusted for realism.Angles matter, a lot.
Torpedoes will have a chance to run deep the entire war as the problem was never completely resolved.Although they stopped running 10-12 feet deeper than set after fall of 42 some did still run a few feet deeper, there is a moderate chance of this occurring from late 42 on, when before the major depth setting issues exist as they did.
Key dates were adjusted. Magnetic detonator is disabled as of 24 July 1943(per history) and dud issues are not fixed until late September 1943, after september 43 you should not see anymore duds.Note:For boats operating out of Fremantle, magnetic detonators were used until 20 January 1944.For Fremantle boats prior to 20 January 1944, use this mod:http://www.subsim.com/radioroom/showthread.php?t=206668
The Mark 18 has a few bugs until 1 January 1944, early models used in 1943 had depth keeping and gyro issues.
Circles runs are slightly more likely to occur on Mark 14 and Mark 18 as they happened more than they do in the game, so watch out.
Adjusted gyro errors to happen slightly more, so may see a torpedo take a wild jog ahead or behind target sometimes, this is set for all torpedoes, minus the cutie homing torpedo.
This mod will definitely cut your tonnage down before late 43 and cause you to :/\\!!.The fun factor is just never knowing when torpedoes will work properly, much as real skippers faced.
This mod is made for TMO and RSRD, may work with others but not sure as these are the only big mods I use.Feedback appreciated, enjoy.
http://www.subsim.com/radioroom/downloads.php?do=file&id=4157
(http://www.subsim.com/radioroom/downloads.php?do=file&id=4157)
Webster
08-16-13, 01:05 PM
more realism mods are always welcomed :up:
does this mod over ride the realism settings for the game?
in other words if I am using this mod can I still turn off duds with the options menu and still keep the circle runners and magnetic changes?
c13Garrison
08-16-13, 01:21 PM
An awesome addition Bubbs, I'll use it when I try my next Sboat career.
Then, if I survive that, I may be man enough to try Web's Sboat mod. That sounds awfully fragile for my rate of screwing up though...
chris455
08-16-13, 06:51 PM
An awesome addition Bubbs, I'll use it when I try my next Sboat career.
Sounds like he's talking about MKXIV-XVIII. S-boats only used MKXs, IIRC. :hmmm:
Bubblehead1980
08-16-13, 07:51 PM
An awesome addition Bubbs, I'll use it when I try my next Sboat career.
Then, if I survive that, I may be man enough to try Web's Sboat mod. That sounds awfully fragile for my rate of screwing up though...
The mod does not affect Mark 10 torpedoes used by s boats other than I adjusted the range(it was short by 50 yards) so torpedo range is 3,500 yards as advertised.
Bubblehead1980
08-16-13, 07:52 PM
more realism mods are always welcomed :up:
does this mod over ride the realism settings for the game?
in other words if I am using this mod can I still turn off duds with the options menu and still keep the circle runners and magnetic changes?
I don't think so. Seems if you select dud torpedoes off they function perfectly.
Admiral Halsey
08-16-13, 08:12 PM
I will most certainly try this out.(Though as I use the Narwhal until late 43 to early 44 since until then most merchants only had AA guns I won't know how truly bad the boys had it until I run into a convoy.)
Bubblehead1980
08-18-13, 10:05 AM
Anyone tried this out yet? What do you guys think? Made you :/\\!! yet?
Admiral Halsey
08-18-13, 10:31 AM
I thought Travellers mod was realistic enough but this make me want to go back in time and make sure every single person in the BuOrd hang's for sheer and utter incompetence.
Rockin Robbins
08-18-13, 12:03 PM
Arrrrrr! Well done and I'll load it up. I'll have to brush up on my profanity for additional realism.....:D
Bubblehead1980
08-18-13, 04:11 PM
Arrrrrr! Well done and I'll load it up. I'll have to brush up on my profanity for additional realism.....:D
lol it will definitely caught some cursing.I created the thing and it make me :/\\!! sometimes. The worst is just when you think fish is about to hit, literally 5 or less yards from target it explodes, so close you think it was an impact and but the crewman does not call out "torpedo impact", it lets you know why some skippers thought they hit/sunk targets when they were premature explosions.
Bubblehead1980
08-18-13, 04:12 PM
I thought Travellers mod was realistic enough but this make me want to go back in time and make sure every single person in the BuOrd hang's for sheer and utter incompetence.
Yep, actually makes me mad they sent people to war with weapons like that, definitely a shameful episode for the Navy.
Caustic
08-18-13, 05:53 PM
For whatever it's worth, I get a CTD in my game when using the S-Boats and this mod at the same time. Running SH 1.5 + RSRDC.
Bubblehead1980
08-18-13, 07:55 PM
For whatever it's worth, I get a CTD in my game when using the S-Boats and this mod at the same time. Running SH 1.5 + RSRDC.
Running RSRD only? Mod is made for TMO and RSRD, could be the issue. Also, some people try to use Mark 14 with S boats, if you are, that could be the issue as well since S boats are only supposed to use Mark 10.
I played a s boat patrol two days ago with no problems. Running TMO 2.5 with RSRD over SH V 1.5 of course.
Caustic
08-19-13, 05:53 PM
Running RSRD only? Mod is made for TMO and RSRD, could be the issue. Also, some people try to use Mark 14 with S boats, if you are, that could be the issue as well since S boats are only supposed to use Mark 10.
I played a s boat patrol two days ago with no problems. Running TMO 2.5 with RSRD over SH V 1.5 of course.
Yeah, without TMO; it's a personal preference. It's not something that u should worry about just wanted to let u know that it does work with stock except not on the s-boats.
Bubblehead1980
08-19-13, 06:13 PM
Yeah, without TMO; it's a personal preference. It's not something that u should worry about just wanted to let u know that it does work with stock except not on the s-boats.
Ah thanks for the feedback.So you have used it with fleet boats I assume.Like the mod? Made you :/\\!!? I nearly lost sinking a carrier in Dec 41 (Pearl Harbor force on way back home, 600 miles NW of Midway on 12 December) , ended up hitting it with 3 out of 6 fired, forced to g deep, when came back to scope depth at dawn after evading some persistent escorts, carrier was there dead in water listing. moved in to position, multiple failures, carrier even repaired enough to get under way at 6 knots, finally scored few more hits. I ended up firing 20 torpedoes to sink the thing, it was one of those patrols.
c13Garrison
08-19-13, 09:42 PM
Bubbs, I think I misunderstood your intro. If this addresses All torps and not just the 14, then its what I want. :D
It addresses damage per topex yield too?
Bubblehead1980
08-21-13, 08:15 PM
Bubbs, I think I misunderstood your intro. If this addresses All torps and not just the 14, then its what I want. :D
It addresses damage per topex yield too?
Yes, this adjusts all torpedoes.The Mark 14's various issues are modified to be more historically accurate as well as the dates fixed.The Mark 18's various defects are adjusted as well.
I may look into their hitpoints to simulate the torpex yield for a new version.I guess it did not occur to me because I use the Longer sinking times mod for TMO, it adjusts them fine and their effects.Instead of sinking ships by hitpoints, it does so by flooding.Ships sinking in a much more realistic manner. The Mark 14 packs the punch it did with this mod.The others as well.Can tell difference in the Mark 10 and Mark 14's impact and effects, its a great mod.
c13Garrison
08-21-13, 09:02 PM
I agree. Just took my new boat (still can't change its number grumble grumble) on her first patrol and ran into a Ridiculously escorted convoy off of Luzon. Hit it with two mk 10's in the bow and it didn't slow down. A day later I hit it 3 more times on the other beam before she gave up. I have a hunch 2 functioning 14's would have done her in at the start. Seems like a good mod, I'll have to try other torpedoes though to truly experience the breadth of it.
I think I play with the same basic mods you do.
Admiral Halsey
08-21-13, 09:11 PM
I have to know. Am I the only one who replaces the Mark 14 with the Mark 10's for their first war patrol out of Pearl?(I never run into anything but single ships around Japan that early in the war.)
c13Garrison
08-21-13, 09:17 PM
Mm, I only use 10's in Sboats, but then the standard 14's seem to only fail 25% of the time if you work around their weaknesses so they never really frustrated me. Looking forward to seeing how Bubb's changes effect them!
Admiral Halsey
08-21-13, 09:25 PM
Mm, I only use 10's in Sboats, but then the standard 14's seem to only fail 25% of the time if you work around their weaknesses so they never really frustrated me. Looking forward to seeing how Bubb's changes effect them!
You ever play with Travellers Mod? Well he made the torpedoes have a failure rate around 50%-70%. This mod has them fail even more until the kinks got worked out.
c13Garrison
08-21-13, 10:50 PM
No, I havn't tried that yet. TMO/RSRD seems pretty much what I would want, so I'll try to finish a full career there first, then I'll look at some other stuff. ...unless the 1914 mod gets finished first. Big weakness for that mod's potential.
Admiral Halsey
08-21-13, 10:57 PM
No, I havn't tried that yet. TMO/RSRD seems pretty much what I would want, so I'll try to finish a full career there first, then I'll look at some other stuff. ...unless the 1914 mod gets finished first. Big weakness for that mod's potential.
I'll say. I doubt i'll visit Subsim for anything other then patches for that mod when it's released.(Well just for the first few months after the release.)
c13Garrison
08-27-13, 06:17 PM
Bubbs, great mod. Unfortunately, its too good. As long as I have the option to take mk10's, after 3 patrols there's no way I wouldn't take them instead of the 14's. To make your mod truly work, I think skippers should have to spend Renown on the Mk10's, even if its only 50.
It would work tantamount to the Navy frowning upon captains who pass on the "better" 14.
Bubblehead1980
08-27-13, 07:20 PM
Bubbs, great mod. Unfortunately, its too good. As long as I have the option to take mk10's, after 3 patrols there's no way I wouldn't take them instead of the 14's. To make your mod truly work, I think skippers should have to spend Renown on the Mk10's, even if its only 50.
It would work tantamount to the Navy frowning upon captains who pass on the "better" 14.
that's not a bad idea.I did alter my torpedo costs because I found it silly to have pay outrageous amounts of renown for torpedoes so lowered it. When I get a chance I will go back and adjust it. Make Mark 10's cost something.I know in fall of 42 some fleetboats , mainly Fremantle boats went on patrol with Mark 10's due to shortage of Mark 14's. Some skippers were happy since they were more reliable.
c13Garrison
08-27-13, 07:40 PM
I am ecstatic they are more reliable! After having 3 well set up shots blown due to prematures, I'd have Radar O'Riley trade every homemade cookie and genuine USA sausage we had for a store full of mk 10's. There has to be a game "cost" or the 14's just won't get used.
Bubblehead1980
08-27-13, 08:30 PM
I am ecstatic they are more reliable! After having 3 well set up shots blown due to prematures, I'd have Radar O'Riley trade every homemade cookie and genuine USA sausage we had for a store full of mk 10's. There has to be a game "cost" or the 14's just won't get used.
Well I use the 14's. Maybe if I am patroling out of Fremantle in late summer/fall of 42 Ill take a load of Mark 10's. I will make them cost just as a deterrent.
That is why I made the mod though, to full demonstrate within bounds of the sim what us skippers and crews faced first two years of the war. Countless incidents where various torpedo problems caused major warships and important merchant ships to slip by.I have had carriers and even a battle ship that was a sure kill get by because of faulty torpedoes and often with their high speed and protection, impossible to get a second shot. Much as they did, play is supposed to soildier along, attempt to overcome.It's why I altered the magnetic detonator so its much more random, no dependent on sea state.Sometimes, they will work, get very few if any prematures. I cussed quite a bit when I had the Nagato at 900 yards in my sight, fired 6 Mark 14's, they could not miss.boom, boom, boom, boom four prematures, 6 seconds apart, this alerted the BB and her escorts, was able to zig away, other two just missed her bow.Took a lot of depth charges some close for that.Then, due to their speed, never could regain contact
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