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-   Silent Hunter 4: Wolves of the Pacific (https://www.subsim.com/radioroom/forumdisplay.php?f=202)
-   -   Mark 10 vs Mark 14 (https://www.subsim.com/radioroom/showthread.php?t=141648)

Arclight 09-05-08 09:36 PM

Quote:

Originally Posted by aanker
The Mark 10 had one speed setting so fast/slow should have no effect - if SH4 models the real world. The Mark 10 had the Mark 3 contact detonator not a magnetic influence exploder.

It's the darndest thing; mark 10 is modeled with 1 speed setting, but it can be set to an influence trigger. Everybody is saying it doesn't have it, and yet it is modeled with one. Even with all the mods (AFAIK). :hmm:

aanker 09-05-08 10:54 PM

Quote:

Originally Posted by Arclight
Quote:

Originally Posted by aanker
The Mark 10 had one speed setting so fast/slow should have no effect - if SH4 models the real world. The Mark 10 had the Mark 3 contact detonator not a magnetic influence exploder.

It's the darndest thing; mark 10 is modeled with 1 speed setting, but it can be set to an influence trigger. Everybody is saying it doesn't have it, and yet it is modeled with one. Even with all the mods (AFAIK). :hmm:

I am not surprised. When SH4 was first released there were many complaints that the magnetic influence exploder didn't work so the Dev's probably 'fixed it'.

I think I remember reading somewhere that even the Germans and Brits gave up on it early in the War because it didn't work for them either.

"It's a game" - like someone said in another thread... lol

Happy Hunting!

Art

Zayphod 09-08-08 10:42 AM

Quote:

Originally Posted by CapnBlood
If your actualy going to try for keel shots I would stick with the mk10s they keep set depth way better and less chance for duds than 14s but if your just letting them loose at 2m close to 90degrees keep the 14s for the better warheads. If I remeber mk10s are +-1.2 meters and mark 14s are +-3.2 meters.

Personally I keep nothing but mk10s in my aft tubes for taking out destroyers with reliable keel shots when there chasing me down.

You know, that's not a bad idea (mark 10's in the aft tubes). I'll try that on my next patrol.

Sailor Steve 09-08-08 11:59 AM

Quote:

Originally Posted by Arclight
Quote:

Originally Posted by aanker
The Mark 10 had one speed setting so fast/slow should have no effect - if SH4 models the real world. The Mark 10 had the Mark 3 contact detonator not a magnetic influence exploder.

It's the darndest thing; mark 10 is modeled with 1 speed setting, but it can be set to an influence trigger. Everybody is saying it doesn't have it, and yet it is modeled with one. Even with all the mods (AFAIK). :hmm:

The Mk 10 was 15' 3" in length, and the Mk 14, at 20' 6", was more than 5 feet longer. Could they even be used in the same tubes?
http://www.navweaps.com/Weapons/WTUS_PreWWII.htm
http://www.navweaps.com/Weapons/WTUS_WWII.htm

And once again the game is wrong. The Mk 3 exploder used in the Mk 10 torpedo was indeed contact only.

SteamWake 09-08-08 12:05 PM

Steve Im pretty sure the Mk10's could be launched out of the bigger tubes as they were the same diameter.

But I think what your seeing regarding the Mk10's fuse setting is a fall back to the old bug.

You can turn the switch from contact/influence to contact and it goes 'click' but thats all it does.

Used to be like that for all torpedoes, reportedly it does work now but wether or not it effects the Mk10 I dont know. Should be easy to test though.

LukeFF 09-08-08 10:17 PM

Quote:

Originally Posted by Sailor Steve
The Mk 10 was 15' 3" in length, and the Mk 14, at 20' 6", was more than 5 feet longer. Could they even be used in the same tubes?
http://www.navweaps.com/Weapons/WTUS_PreWWII.htm
http://www.navweaps.com/Weapons/WTUS_WWII.htm

Yes. In the early months of the war a number of fleet boats took Mark 10s out on patrol, when the Mark 14 was in short supply.

Arclight 09-08-08 11:22 PM

Quote:

Originally Posted by SteamWake
...

But I think what your seeing regarding the Mk10's fuse setting is a fall back to the old bug.

You can turn the switch from contact/influence to contact and it goes 'click' but thats all it does.

Used to be like that for all torpedoes, reportedly it does work now but wether or not it effects the Mk10 I dont know. Should be easy to test though.

Tried a couple of keel shots, not possible with a mark 10. Had a look at the files to confirm and they do; just 1 pistol, non-magnetic.

SteamWake 09-09-08 08:28 AM

Quote:

Originally Posted by Arclight
Quote:

Originally Posted by SteamWake
...

But I think what your seeing regarding the Mk10's fuse setting is a fall back to the old bug.

You can turn the switch from contact/influence to contact and it goes 'click' but thats all it does.

Used to be like that for all torpedoes, reportedly it does work now but wether or not it effects the Mk10 I dont know. Should be easy to test though.

Tried a couple of keel shots, not possible with a mark 10. Had a look at the files to confirm and they do; just 1 pistol, non-magnetic.

Thanks for confirming that, so play with that switch and make it go click all ya want... its still a contact only fuse.

aanker 09-09-08 03:32 PM

Quote:

Originally Posted by SteamWake
Quote:

Originally Posted by Arclight
Quote:

Originally Posted by SteamWake
...

But I think what your seeing regarding the Mk10's fuse setting is a fall back to the old bug.

You can turn the switch from contact/influence to contact and it goes 'click' but thats all it does.

Used to be like that for all torpedoes, reportedly it does work now but wether or not it effects the Mk10 I dont know. Should be easy to test though.

Tried a couple of keel shots, not possible with a mark 10. Had a look at the files to confirm and they do; just 1 pistol, non-magnetic.

Thanks for confirming that, so play with that switch and make it go click all ya want... its still a contact only fuse.

Thanks for confirming that and I apologize for my incorrect remark above where I thought that maybe the Dev's bent to the pressure to 'fix it' - after someone said the influence exploder worked w/Mark 10's. The Dev's got it right and stuck to their guns.

Happy Hunting!

Art

elanaiba 09-10-08 03:13 AM

What comment? Where? were we supposed to fix something ? :D

Just re-checked it myself. No magnetic detonation for the Mark 10. And the dud rate (stock) is less than the Mark 14. As it should be.

:)

Rockin Robbins 09-11-08 12:20 PM

Quote:

Originally Posted by elanaiba
And the dud rate (stock) is less than the Mark 14. As it should be.

:)

That's SO reassuring. My first cruise with a sugar boat, yesterday, I was playing tag with three escorts and a 10,000 ton prize. Three torpedoes left, all Mark 10s. Shot the first from 450 yards http://i196.photobucket.com/albums/a...-with-club.gif

I waited and he steamed ahead unimpeded in spite of a nice hole in his bow below the water line. I raised the scope and aimed a shot at his stern. BOOM! Another nice hole below the water line and he cruised on.

Well, it's RFB and the exorts are sniffing around. I'll have to shoot this last one before they're on top of me. I aimed the last shot for the beam--this is the payoff shot, the last torpedo on this can of Spam. My first S-boat cruise and I'm about to return eith 20,000 tons. The torpedo runs straight and true right into the side of my hapless victim and....nothing. It was a dud. I get to return to port with less than 10,000 tons. This will not look good on my resume.
http://i196.photobucket.com/albums/a...king-016-1.gif

SteamWake 09-11-08 01:10 PM

LOL I know one thing... even the Mk10's tend to run deep.

I started a new carrer in an S boat 1942 out of brisbane last night.

Was patrolling an area when a small pack of 4 DD's came cruising towards me.

An easy setup. Since Im gunshy of the duds and believe in overkill I set up on the DD that was going to pass the closest and launched all 4 tubes at him. Depth set for 5 foot. Range 1,500 yards a bit far but maybe Ill get lucky. All 4 in the water we dove, turned away, and rigged for silent for the inevitable.

I then popped to the external cam... just cant help myself :rotfl: and watched and waited for the carnage. Looks like a good shot ! good thing I lead the shot a bit with the last two, the DD starts getting up to speed when the first torp is close.

I then watched in disbelief as all 4 were lined up perfect even the last two with offsets for a 'moving' target. One after another torpedo approached the DD, one after another slipped beneath his keel and kept on going :damn:

On the bright side we eluded their retaliation fairly easy even though they were pinging, scooting, listening and dropping DC's seemingly at random. Man that S boat can scoot under water :smug: but good lord those batts take a long time to recharge.


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