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-   -   Minimum arming range for a Mark 14? (https://www.subsim.com/radioroom/showthread.php?t=223153)

Hambone307 12-09-15 01:49 AM

Ok, last night I got a ~480 yd shot on a Nippon Maru. Impact pistol and set at low speed. Two solid hits with detonations. Amazingly it was while shooting at a 90 deg. track running east to west. Figured I would run a quick test for the O.P. while I had her lined up.



Edit: Mods are TMO, RSRD, Improved ship physics, and Improved stock environment. (If I remember correctly)

chadwicknight 12-09-15 04:37 PM

Quote:

Originally Posted by Barkerov (Post 2362932)
If you go to the submaine loadout screen and click on a mk14 that should show you information including arming distance.

From memory I think its 450 yards (411m)

This :yeah:

Aktungbby 12-09-15 05:35 PM

welcome aboard!
 
chadwicknight!:Kaleun_Salute:

Jimbuna 12-10-15 09:41 AM

Welcome :sunny:

Gunther Hessler 08-27-16 04:19 PM

Quote:

Originally Posted by Barkerov (Post 2362932)
If you go to the submaine loadout screen and click on a mk14 that should show you information including arming distance.

From memory I think its 450 yards (411m)

Hi, if you go to edit sh4\data\upcdata\upcunitsdata\ammunition.upc fill these fields "info" and "notes" "[Ammunition 9] ID=Mk14Torpedo NameDisplayable= Mark 14 Torpedo Type= AmmoTorpedo Subtype=Mk14TorpUS AmmunitionIntervalOptionCurrent= NULL, NULL, 0 AmmunitionIntervalOptions1= 1931-01-01, 1950-12-31, 0 Volume= 1 PackSize=1 Info= Notes=" like Info=Mk14TorpInfo Notes=Mk14TorpNotes you will see notes on game, on mission PS: bug in stock game

Aktungbby 08-27-16 08:47 PM

Welcome aboard!
 
Gunther Hessler!:Kaleun_Salute: 450 yards: An arming impeller was an additional safety device: the firing pin could not move until the torpedo had travelled a preset distance. http://upload.wikimedia.org/wikipedi...NH_Drawing.png The Mark 6 exploder was a big problem for the mark 14 torpedo. http://www.wikiwand.com/en/Mark_6_exploder & http://archive.hnsa.org/doc/torpedo/#pg17

Gray Lensman 08-27-16 10:47 PM

Since I use the O'Kane constant bearing method, I try for around 600 yards because sometimes when I raise the scope for the final firing observation, the target has slipped "inside" the planned setting to less than anticipated. If set to 500, you might be cutting it really close if it slips inside 450. Since my final scope firing observation is 10 degrees before firing, there just isn't usually enough time to reset the TDC.

Jimbuna 08-28-16 06:51 AM

Welcome to SubSim Gunther :salute:

Rockin Robbins 08-28-16 08:20 AM

Quote:

Originally Posted by Gray Lensman (Post 2430043)
Since I use the O'Kane constant bearing method, I try for around 600 yards because sometimes when I raise the scope for the final firing observation, the target has slipped "inside" the planned setting to less than anticipated. If set to 500, you might be cutting it really close if it slips inside 450. Since my final scope firing observation is 10 degrees before firing, there just isn't usually enough time to reset the TDC.

And if you're too close you can reset all you want but you're just going to hear a couple of thuds instead of nice satisfying booms. I like to be 500 yards away, but if I'm not confident in my plot I'll back off to 600 too.

Also, if you're unlucky enough that the target zigs toward, usually a great thing, and you're set up for 500 yards, suddenly he's too close for you to shoot and you have to not only set up your TDC but reposition the boat again. He just hit the reset button!

Webster 08-28-16 10:23 AM

one thing i'll add is if its a warship and the ship is coming right at you, especially a DD, you should fire no less then 600 or you risk a dud because the time it takes to get there the distance is closing and even firing at 600 it may only travel 400 before hitting the ship and 400 is that grey area where they may not arm in time

Gray Lensman 08-28-16 04:54 PM

Quote:

Originally Posted by Rockin Robbins (Post 2430160)
And if you're too close you can reset all you want but you're just going to hear a couple of thuds instead of nice satisfying booms. I like to be 500 yards away, but if I'm not confident in my plot I'll back off to 600 too.

Also, if you're unlucky enough that the target zigs toward, usually a great thing, and you're set up for 500 yards, suddenly he's too close for you to shoot and you have to not only set up your TDC but reposition the boat again. He just hit the reset button!

Speaking of zigs... The other day I encountered a single medium speed merchant doing a "corkscrew" zig zag pattern in game, a constant shifting from left to right to left to right (no really discernible short straight legs). What a bear it was to plan an approach for. I finally gave up and ran in to my normal 600 yards as it swung out and fired a rare (for me) 2 torpedo spread, only one of which hit, but even that one surprised me.

I was fascinated that this game would go into that much detail.

Rockin Robbins 08-28-16 07:57 PM

If they spot you a target will go stark raving crazy!:D:D

Gray Lensman 08-28-16 11:21 PM

Quote:

Originally Posted by Rockin Robbins (Post 2430301)
If they spot you a target will go stark raving crazy!:D:D

I'm pretty sure they did not spot me. They were doing this "corkscrew" zigzag from the moment I spotted them at pitch black night greater than 8000 yards bow on. I had just read of a zig zag pattern like this in one of several books I have recently been perusing. Trying to find the relevant passage now.

Gibus 09-04-16 02:51 AM

Bonjour,

Without contradicting anything that has been written, I would like to point out that the distance between the target is from the periscope but not from the launch tube.
Simply subtract about fifty meters to the measurement for a real distance.


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