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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? |
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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. |
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. |
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.)
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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!
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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.
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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. |
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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. |
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.
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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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