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-   -   [Done] AI planes dropping homing torpedoes by Peabody (https://www.subsim.com/radioroom/showthread.php?t=166163)

keltos01 03-27-10 04:57 PM

how can we make it so that more planes attack ? so as to stop better the way the torps behave (I'm no good at mission editing..)

also :

they would need to fly max at 120 mph at 250 feet for the drop, can that be set up ?

Quote:

Initially the torpedoes were set to search for a target at a depth of 50 feet (15 m), this was later changed to 150 feet (45 m). To prevent the torpedo accidentally attacking surface ships, it resumed its circling search if it rose above a depth of 40 feet (12 m). The torpedo's relatively low speed was kept secret since, while U-boats could not outrun the torpedo underwater, they could outrun it on the surface.
keltos


Quote:

The Bogue group arrived at Casablanca on 29 May, 1944. 15 June 1944 found Bogue at sea again, covering a convoy. On that day she was ordered to hunt for one German and one Japanese submarine about 850 miles west of the Cape Verdes. On the night of 23 June, Bogue Avenger pilot Lt. Commander Jesse Taylor picked up Japanese submarine I-52 on his malfunctioning radar (only the right half of its sweep was working).

Guided by sonobuoys, Taylor attacked again with a Mk 24 Fido, and heard an explosion and what he thought were noises of the submarine breaking up. However, Bogue's war diary states that, more than one hour after Taylor's attacks, two additional Avengers both heard the propeller beats of I-52. Lt. (jg) William Gordon dropped a Fido and, 18 minutes later, heard a long rolling explosion, break-up noises, and further propeller beats which quickly faded.
http://uboat.net/allies/ships/uss_bogue.htm

http://img256.imageshack.us/img256/5665/fidox.jpg

keltos01 03-27-10 05:11 PM

The main weapons carry within the Navy were the TBF Avenger and PBY Catalina, which employed the weapon in lieu of and supporting depth charges. The first victim of the new weapon was U-467, sunk by a plane of VP-84 in the Atlantic, May 25th, 1943. Following her would be 31 boats, with another 15 damaged. (Numbers for the U.S. Atlantic Fleet only, no figures found for Pacific drops. Likely none were executed. Weapon is included for the sake of completeness and the possibility that it actually WAS used.).FIDO could be dropped at 125 knots from 250 feet. FIDO homed via four hydrophones and a simple steering mechanism pointing the torpedo toward the source of the noise.
Typical mission profiles included forcing the submarine to dive, then drop the torpedo onto its head.

http://www.microworks.net/PACIFIC/ar...24fido_air.htm

see also :

http://www.navweaps.com/Weapons/WTUS_WWII.htm

ETR3(SS) 03-27-10 05:11 PM

Ok I was able to replicate what I described earlier. It seems to be a problem that affects only the US Torpedo bomber (aka Helldiver), and is present in both 1.4 and 1.5. In both versions of the game the Japanese Kate performed as expected with their torpedoes. The Helldiver however when dropping its torpedo instead launches it back and up away from the mother aircraft. I witnessed the weapon skipping off the surface of the water several times before entering the water. At this point the weapon was still traveling backwards and after a short run of maybe 100yds the weapon proceeded to dive, reaching a 90º angle on its decent. I followed the weapon as far down as I could before it got too dark to see. Presumably at some point the weapons' astern motion was overcome and started moving forward and reached its run depth. Of 6 torpedoes dropped only 2 made it to the target.

The problem I believe lies in the Helldiver. Upon investigation I found that both aircraft use the same torpedo, so that can be ruled out as a possibilty. I then looked into each planes dat file and found immediate differences in the structure. The Kate has a node dedicated to just the torpedo, the US does not. This could be the reason for the odd torpedo behavior.

Now for something completely different! The torpedoes that you did drop. That behaved in precisely the manner the game told them. The "homing" torpedoes of the game use a passive homing system. If the target is not emitting any sound then the weapon will seek out the nearest target that is radiating sound. In this case the US carriers were the loudest sound. Another thing is the fact that the homing torpedoes can not change depth. The homing aspect of the weapon in game only controls the rudder.

keltos01 03-27-10 05:20 PM

so adding that node to the ATB could solve the problem ?

not changing depth is kindo ok as it would give us a fighting chance..

keltos

peabody 03-27-10 06:07 PM

Quote:

Originally Posted by ETR3(SS) (Post 1336980)
Now for something completely different! The torpedoes that you did drop. That behaved in precisely the manner the game told them. The "homing" torpedoes of the game use a passive homing system. If the target is not emitting any sound then the weapon will seek out the nearest target that is radiating sound. In this case the US carriers were the loudest sound. Another thing is the fact that the homing torpedoes can not change depth. The homing aspect of the weapon in game only controls the rudder.

The problem is it shouldn't have, simply because we have been unable to get a homing torpedo (acoustic) to work from a planes. In fact I moved the node which is inside to plane to the outside and there is no torp on it, unless it is an amun_AirTorpedo in the sim, set to Acoustic prevents it from showing. BUT the torps that hit the carriers had to come from the planes, since I was the only sub, and I did not fire any torps, there were no other ships or planes in the area other than the ones I put there to test and they were crossing south of me going east to west and the carriers were north of me.
The targets were all stationary and my sub was also, I only did the mission at first to be sure the planes would actually drop torpedoes. And when I started playing with settings I forgot to make something move, so the US Carriers were the only thing moving and BOOM.
So, basically that is the mystery why it worked that time and won't work any more.

Peabody

keltos01 03-28-10 02:16 AM

torpedo test v 1.1 by Peabody : Jyunsen B and Convoy
 
[IMG]file:///C:/DOKUME%7E1/Besitzer/LOKALE%7E1/Temp/moz-screenshot.png[/IMG]correct height for torpedo release this time on :

http://img44.imageshack.us/img44/7996/atbtorp.jpg

http://img204.imageshack.us/img204/6089/atbk.jpg

keltos

keltos01 03-28-10 12:24 PM

test 2 -
 
http://img267.imageshack.us/img267/3346/homtorpcopy.jpg

plane flying between ships

http://img697.imageshack.us/img697/3346/homtorpcopy.jpg
torpedo away !

http://img691.imageshack.us/img691/3346/homtorpcopy.jpg
in water

http://img248.imageshack.us/img248/3346/homtorpcopy.jpg
down deep... (would never have made it to PH)

http://img214.imageshack.us/img214/3346/homtorpcopy.jpg
in water turn to port

http://img694.imageshack.us/img694/3346/homtorpcopy.jpg
back up and above water !

http://img641.imageshack.us/img641/3346/homtorpcopy.jpg
target in sight - no tracking -

http://img535.imageshack.us/img535/3346/homtorpcopy.jpg
clean misss - no tracking - :nope:

keltos01 03-28-10 12:30 PM

http://img535.imageshack.us/img535/8...mtorpcopyu.jpg

http://img266.imageshack.us/img266/3346/homtorpcopy.jpg

http://img696.imageshack.us/img696/3346/homtorpcopy.jpg

http://img202.imageshack.us/img202/3346/homtorpcopy.jpg

got tracking on the newt attack !!!

actually saw the torp veer to port towards marchant !!!




I got hit too !!! sh*t was watching the merchies..

http://img691.imageshack.us/img691/486/homtorpcopyi.jpg

http://img710.imageshack.us/img710/3346/homtorpcopy.jpg

http://img689.imageshack.us/img689/3346/homtorpcopy.jpg


other plane drop :

torp seems tracking too !

booooom !!!!!

keltos01 01-26-11 02:43 PM

lurker made a mk24 fido for WDAD airdropped, will try it out

AOTD_MadMax 01-27-11 03:33 AM

Hi,

in FOTRS i also got some problems with the air-torpedoes.
It is important to place the torpedo outside the hull of the plane.
When you place the torps inside the hull ( Avenger got this in real ) the torpedoes went on ground when they was dropped.

Regards

Maddy

kibeldede 01-30-11 06:36 PM

is this possible in SH3?

keltos01 01-31-11 02:16 AM

Quote:

Originally Posted by kibeldede (Post 1586756)
is this possible in SH3?

I wouldn't know.... I only modded SH4...

maybe.. with s3d ?

keltos

TheBeast 01-31-11 04:05 AM

Just a few thoughts...
Is it possible to not activate torpedo until water level interaction?:06:
This may solve torpedo homing issue...:timeout:

Also, 250 feet altitude seems very high. Without drag parachute, torpedo would dive very deep.

Maybe making dummy torpedo model that stays at water surface at all times following directly below launch aircraft not visible.
Like what GWX team did for the Humpback Whale model.
That way, the torpedo dropped from Aircraft is just for sim. Real torpedo is fired from dummy model at water surface when dropped torpedo dummy interact with water.

Maybe "Splashes in the Water" Sonar Station report sound would be nice as well?:ping:
Currently, Sonar Station does not report enemy torpedo's and if you are submerged and aircraft drops a torpedo you currently have NO warnings.

keltos01 01-31-11 08:13 AM

Quote:

Originally Posted by TheBeast (Post 1586982)
Just a few thoughts...
Is it possible to not activate torpedo until water level interaction?:06:
This may solve torpedo homing issue...:timeout:

Also, 250 feet altitude seems very high. Without drag parachute, torpedo would dive very deep.

Maybe making dummy torpedo model that stays at water surface at all times following directly below launch aircraft not visible.
Like what GWX team did for the Humpback Whale model.
That way, the torpedo dropped from Aircraft is just for sim. Real torpedo is fired from dummy model at water surface when dropped torpedo dummy interact with water.

Maybe "Splashes in the Water" Sonar Station report sound would be nice as well?:ping:
Currently, Sonar Station does not report enemy torpedo's and if you are submerged and aircraft drops a torpedo you currently have NO warnings.

the splashes not being reported is a major drawback, the homing of the torp being made to work or not.

will re-work at it

keltos

iowa101 01-31-11 08:20 AM

Although there's some obvious things that need ironing out, this should be a great addition to the game, especially when we have x amounts of surface ships playable and that this would be a great challenge for anyone who would choose to have a battleship.

Not only would the realism of the game go up, but it would be so much fun to try and dodge one of those *********s.

That is if your adding this concept to Allies and enemy alike.

Can't wait to see how this turns out, great work guys!! :yeah:

sidslotm 02-01-11 07:26 AM

Hi all,

I like the idea of this mod and could see many uses for it within missions.

could this torpedo be dropped from a swordfish?
also could there be a random hit/miss feature, say allowing for pilot error?

sid

iowa101 02-01-11 08:06 AM

That is a great idea, that would also add to the realism of the game, as most WW2 torpedoes failed to detonate most of the time.

And to launch a torpedo the pilot would of had to fly at a low altitude and slow speed as they had to judge when to drop it. Due to the fact that if the torpedo hit a tuft of a wave it would veer of course and miss the intended target.

Towards the start of WW2 America was still figuring out how to use their torpedoes and also their carriers which would also have an impact on how well the pilots we're able to launch successful torpedo attacks.

You'll have to ask Keltos about it being launched from a swordfish, i would have thought that adding it as a hole would be better, rather than adding it to one type of plane only.

yamatoforever 11-27-11 06:10 AM

Link dead
 
Download link????

keltos01 02-23-17 08:27 AM

gotta rework on this...

keltos01 02-25-17 04:43 AM

"These problems were greatly reduced by the latter years of the war. Torpedoes had fin stabilizers, nose drag rings and tail shroud rings added, all of which worked to slow the torpedo after it was dropped so that it struck the water nose-first and at an acceptable speed. These improved the drop characteristics such that the recommended aircraft maximum launch parameters were increased to a height of 2,400 feet (730 m) and a speed of 410 knots.

A lanyard was attached to the tail of the torpedo. When dropped, the lanyard tripped a starting lever, but a water trip delay valve prevented the combustion flask from lighting off until the torpedo had entered the water. When dropped at 150 knots or more, the torpedo would enter the water at an angle of between 26 and 30 degrees. The water needed to be at least 150 feet deep (45 m) and the torpedo assumed its preset running depth after water travel of 300 yards (275 m). The exploder mechanism was armed after water travel of 200 yards (180 m). Depth could be set up to 50 feet (15 m)."

http://www.navweaps.com/Weapons/WTUS_WWII.php


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