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View Full Version : How fast can you go and still fire a tube?


letterboy1
07-05-17, 07:11 PM
In Cold Waters, how fast can you go and still fire a torpedo, MOSS, or Harpoon etc without damaging the tube? And does it depend on the sub type?

caine007
07-06-17, 01:26 AM
It depends on a bunch of factors but I think torpedo type and how you're maneuvering is more important than sub type.

I generally don't bother firing unless I'm straight and level. Too much risk.

With early torpedoes like the Mk 37 in the '68 campaign I don't risk firing unless I'm under 10 knots. Those swim-out fish suck.

With Mk 48's I generally try to be under 20 knots, usually 10 again to be sure.

Wiz33
07-06-17, 10:46 AM
In Cold Waters, how fast can you go and still fire a torpedo, MOSS, or Harpoon etc without damaging the tube? And does it depend on the sub type?

In absolute game terms, under 20 knots and preferably no more than 5 degree rudder or plane. Harpoon, TASM and TLAM also cannot be fired below 200 feet.

PL_Harpoon
07-06-17, 12:15 PM
The 20 knots speed is the only limitation.
You can fire torpedoes at any planes/rudder angle as long as you don't exceed 20 knots.

caine007
07-06-17, 08:14 PM
The 20 knots speed is the only limitation.
You can fire torpedoes at any planes/rudder angle as long as you don't exceed 20 knots.

Have fun blowing your bow off with a Mk 37 in a steep turn.

Capt Jack Harkness
07-06-17, 10:30 PM
On the steam forums devs specifically stated 15 kts, I would agree that the Mk 37 should be at 10 or less because it's so slow.

PL_Harpoon
07-07-17, 04:23 AM
Have fun blowing your bow off with a Mk 37 in a steep turn.

I've just tested it.
Skipjack, '68. 20 knots, full right rudder, full planes up, full ballast up. Fired a Mk37 on a port beam - no damage at all. The torpedo cleared the tube and immediately turned left.

I'm not saying it's a safe thing to do. I'm just answering to OP that firing at or below 20 knots won't damage your tubes, no matter what's your rudder/planes settings.

jenrick
07-07-17, 11:47 AM
You'll break the wires with any shot that's outside of a 60 degree cone off your bow though. But perfectly safe to launch up to 20 knots as others have said. Also with the Mk 37, even if it turns around and starts homing on you, just out run it.

-Jenrick

letterboy1
07-07-17, 12:28 PM
Thanks everyone!:Kaleun_Salute:

caine007
07-07-17, 10:42 PM
I've just tested it.
Skipjack, '68. 20 knots, full right rudder, full planes up, full ballast up. Fired a Mk37 on a port beam - no damage at all. The torpedo cleared the tube and immediately turned left.

I'm not saying it's a safe thing to do. I'm just answering to OP that firing at or below 20 knots won't damage your tubes, no matter what's your rudder/planes settings.

Hmm ok... maybe they fixed it.

I've definitely had a Mk37 plough straight into my nose after firing before.

EDIT - Nope, still managed to blow my bows up twice unless I was extremely careful where I was aiming the 37. So much for arming range :(

FastEagle102
07-26-17, 08:31 PM
Sorry to necro an old thread, but is there anyway to change the max launch speed of torpedo tubes in override like you can with VLS?

Halcyon
07-27-17, 01:33 PM
Get the 1.06 beta. Tubes can't jam anymore.

Capt Jack Harkness
07-27-17, 02:09 PM
Get the 1.06 beta. Tubes can't jam anymore.



No, it just got patched back in with the latest update. But now it's only a chance it jams above 20 kts rather than a certainty.

Capt Jack Harkness
07-27-17, 02:10 PM
Sorry to necro an old thread, but is there anyway to change the max launch speed of torpedo tubes in override like you can with VLS?



Take a look at the weapons file, I've seen the data but can't remember where.