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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:
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http://img256.imageshack.us/img256/5665/fidox.jpg |
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 |
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. |
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 |
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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 |
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 |
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: |
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 !!!!! |
lurker made a mk24 fido for WDAD airdropped, will try it out
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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 |
is this possible in SH3?
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maybe.. with s3d ? keltos |
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. |
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will re-work at it keltos |
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: |
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 |
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. |
Link dead
Download link????
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gotta rework on this...
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"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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