Log in

View Full Version : Torpedo power geared to sub class?!


Sniper297
01-03-14, 01:30 PM
After a long hiatus I blew the cobwebs off of SH4, and instead of my usual Sargo class I decided to start an Asiatic career with the Porpoise class instead. During the first patrol I had the odd experience of seeing several hits on ships that would normally take only one or two torpedoes to sink, then watching them steam over the horizon with what should be fatal damage.
I've been using Webster's improved torpedoes, so I jacked the power up from the 125% to the 150% and tried again. Still problems with needing four hits to sink a medium freighter, or watching a carrier with 3 hits steam off at 20 knots despite the absence of screws or rudder. :huh:

So I set up a mission with a stationary Kongo to check it out, ran the tests several times with a Sargo and a Porpoise, got consistent results with the same depth and speed settings - Porpoise took 4 hits to sink the Kongo, Sargo took only 3 hits every time.

These are the exact same Mark 14s regardless of which sub fires them, why should the damage be different from one sub model to another?

TorpX
01-04-14, 01:31 AM
What mods are you using?

Sniper297
01-07-14, 01:13 AM
Irrelevant, after seeing the glitch I copied from a plain vanilla backup to run the tests and added only Webster's improved torpedoes. Why, is there something in the sub class data that affects torpedo power and blast radius? Again, if the Sargo and Porpoise are both firing stock mark 14s with the same speed, depth, and contact/influence settings with duds disabled, the warheads should do the same damage regardless of which sub they're fired from, no?

TorpX
01-07-14, 01:54 PM
Why, is there something in the sub class data that affects torpedo power and blast radius?

No, the Torpedo.zon file is what determines the damage they do. There is, of course a random factor, and keep in mind, at the other end of the matter, there are files relating to the target's damage zones.

That said, people have experienced peculiar happenings in the game (myself included), that seem to defy rational explanation.

Admiral Halsey
01-07-14, 02:21 PM
That said, people have experienced peculiar happenings in the game (myself included), that seem to defy rational explanation.

Like the time it only took me one torp to sink the Yamato. One hit and she blew up like a firecracker after someone says "Don't worry folks i've got everything under control".:haha:

Sniper297
01-08-14, 12:04 AM
Never had that with a Yamato, but anchored Fuso, Iso, and Kongo I sometimes get lucky and blow the forward magazine by putting the crosshairs on the leading edge of the second turret and setting the depth at 25 feet.

Not relevant to this one, for the test I used the L key to lock the crosshairs on the green arrow for all shots, just to eliminate possible variables. 10 tests for each type, every time it was 3 for the Sargo and 4 for the Porpoise. Seems rather insane to go to that much trouble to test a glitch, but I was having a hard time believing it myself.

TorpX
01-09-14, 12:46 AM
Well, I can't explain it. :hmm2:

Maybe, the one class has it's torps hitting a slightly different spot?

Very odd............

Sniper297
01-09-14, 02:09 AM
There's no rational explanation I can even guess at, AFAIK a mark 14 is a mark 14 regardless if it's fired from a Porpoise or a Balao. I never heard of any data in the sub model for some kind of weird torpedo damage multiplier based on sub class.
Just finished attacking a task force similar to several I've encountered in the Sargo, only this time with the Porpoise. Two Hiryu and one Shokaku in column, two Takio escort carriers and a cruiser in the second column.

With the Sargo it's fairly easy to get between the columns and sink all five carriers, got 8 fish loaded and the escort carriers need only one fish each to go down, the three fleet carriers can be sunk with one but it sometimes takes two. One fish will stop it dead in the water or reduce it to 2 knots if it doesn't sink it, heavy damage even with Webster's 125% mod.

This blasted Porpoise takes TWO to sink each of those dinky escort carriers, and 3 or 4 to sink each fleet carrier, even with Webster's 150% mod. :88)

If the game was geared more realistically so you got SOME credit for damaging ships without sinking them I wouldn't mind, but since you get zero points for turning a dozen battleships into floating junkyards I think I'm just gonna give up on the P class. :/\\!!