View Full Version : mark 18
so last patrol, had some mark 18s to try them. 'every' single one fired looped to the right; (except one). on one attack, checked every detail, including '1' degree gyro setting. I tried a 'zero' test launch; zero speed/bearing. that one ran fine. huh?:timeout: anyone know what's going on?
When you say "looped to the right", do you mean they ran in a complete circle?
That was a default in the torpedoes that is modeled in-game. It was responsible for sinking the Tang.
Are you using manual or auto targeting?
Bubblehead1980
07-01-17, 08:11 AM
so last patrol, had some mark 18s to try them. 'every' single one fired looped to the right; (except one). on one attack, checked every detail, including '1' degree gyro setting. I tried a 'zero' test launch; zero speed/bearing. that one ran fine. huh?:timeout: anyone know what's going on?
Yep, you had a circle run, a fault in the mark 18 when its rudder jammed hard over to port or starboard.Both Mark 14 and Mark 18 had this issue in real life with multiple accounts of close calls where subs barely avoided them and two are know to have been sunk according to survivors(possible many of the subs listed as lost to unknown causes were lost to circle runs also.) This is simulated in SH4.
'every' mark 18 launched circled; except the zero/zero test and launch manually. is there anything that can be done about it? :06:
the 'tang' had a full load of mark 18s'; it was the 'last' one that circled and sank her...
propbeanie
07-01-17, 10:49 AM
Surely, the odds will be in your favor later, and you'll get some straight-runners... I've been hit by 3 of them over the years. I "recorded" the last incident. I do have to get that clip into my movie maker thingie and post it... It is quite entertaining. This last one hit in the forward torpedo room area, and when I saw it going in a circle, I hit All Ahead Flank to try to get out of its way, and instead, ran right into it. I sat still the time before, and it hit the shears... Once, it hit the very middle of the boat, but was a dud... :lol:... It'd be really cool if they could have "modeled" that, and you'd go back into port with a torpedo hanging out the side... 'Course, I would think the would attempt to get it out, plug the hole, remove the charge, and take the miscreant back with them for further investigation...
Now, if you're talking about a torpedo coming out of the tube, running a couple hundred yards straight, then turning toward the target and then running true after that, that's the way they are designed to go. It's the gyro off-set. If they're circle-runners, they turn and just keep turning. Sometimes, they turn as soon as they come out of the tube...
:rolleyes: ok..
Leaving 7 day patrol area, (racking up 39k tons), with 8x m18s', (4 front, 4 rear) and 1x m14 forward. SJ-1 picked up large target, at 23K yard range and plot came up with running at 18 knots. when got closer, identified as unescorted light cruiser. I needed to get close to zero gyro angle because torp run would be over 3k yards.
Ended up replaying the attack. first time, 4x m18s', all circled. next, checked setup carefully, with gyros' at 1 degree and included the m14, all 4x m18s' circled; (m14 hit cruiser in tail end, but didn't phase it at all). did zero/zero test; m18 ran straight. tried firing spread from rear tubes, all 4x m18s' also circled.
this is ridicules; is there a mod that fixes this?:06:
(so decided if they seemed to work on zero/zero, I would go port plucking. but 3 ports on the way back to midway; all empty....):doh:
oops: have 'Perfect Torpedoes V1 (3.0 KB)' loaded for reasons in write up. could it have a conflict with mods 'RFB RSRDC'?
propbeanie
07-01-17, 03:05 PM
I think Bubblehead1980 made that for TMO / RSRDC, but I'm not sure that's your issue. Back it out and try again with "stock" torpedoes... Just in cases, review Rockin Robbins vid:
https://www.youtube.com/watch?v=2k5yJI6Z5AU
and make sure you're inputting stuff correctly.
Bubblehead1980
07-01-17, 06:28 PM
:rolleyes: ok..
Leaving 7 day patrol area, (racking up 39k tons), with 8x m18s', (4 front, 4 rear) and 1x m14 forward. SJ-1 picked up large target, at 23K yard range and plot came up with running at 18 knots. when got closer, identified as unescorted light cruiser. I needed to get close to zero gyro angle because torp run would be over 3k yards.
Ended up replaying the attack. first time, 4x m18s', all circled. next, checked setup carefully, with gyros' at 1 degree and included the m14, all 4x m18s' circled; (m14 hit cruiser in tail end, but didn't phase it at all). did zero/zero test; m18 ran straight. tried firing spread from rear tubes, all 4x m18s' also circled.
this is ridicules; is there a mod that fixes this?:06:
(so decided if they seemed to work on zero/zero, I would go port plucking. but 3 ports on the way back to midway; all empty....):doh:
oops: have 'Perfect Torpedoes V1 (3.0 KB)' loaded for reasons in write up. could it have a conflict with mods 'RFB RSRDC'?
Yes the perfect torpedoes mod was is for TMO with RSRD. surely I put that in readme or in the download description. All my mods are for TMO and RSRD TMO version. I have mad no mods for RFB.
There is a bug I run into now and then with this game(not just my mod) where if reload a save and gyro errors/circle run are set, every torpedo will become a circle runner or have a gyro error. I have seen this happened with mark 18 14 16 and mark 23 torpedoes.
Also noticed if load a saved game, i rarely get premature explosions anymore. Some bug in the sim.
:oops: ok, that does sound familiar. as I remember, it seemed to work so just used it. been on 14 patrols and don't remember any serious problems til now.
what is the difference between V1 and V3? :06:
Bubblehead1980
07-02-17, 06:41 PM
:oops: ok, that does sound familiar. as I remember, it seemed to work so just used it. been on 14 patrols and don't remember any serious problems til now.
what is the difference between V1 and V3? :06:
V3 I changed the hit points thus the power of each torpedo. The Mark 18 was set to be more powerful than the Mark 14, which is not correct as Mark 18 had a slightly smaller warhead. So there are small differences.Mark 23 and Mark 14 were same torpedo basically except Mark 23 lacked the low speed feature so had a range of 4500 yards and lacked the magnetic detonator from what I understand.
Mark 16's power reflects the large warhead. Mark 10 was slightly reduced.
I increased the homing torpedo's power slightly to work better in the game as it's minimum hit points was an absurdly low 25.
I've actually further refined things and plan to release a V4 in near future.
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