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From US Navy OEG Study No. 289, 12 August 1946 provides the following data related to Mark 24 effectiveness: Number of attacks in which Mark 24s were launched - 264 Total number of Mark 24 torpedoes launched - all targets - 340 Number of Mark 24s launched against submarines - 204 Number of Mark 24 attacks on submarines by US aircraft - 142 Number of Mark 24 attacks by Allied (primarily British) aircraft - 62 Number of German U-boats sunk by FIDO - 31 Number of German U-boats damaged by FIDO - 15 Number of Japanese submarines sunk by FIDO -6 Number of Japanese submarines damaged by FIDO -3 Total number of submarines sunk by FIDO (German & Japanese) -37 Total number of submarines damaged -18 Nemo |
Thanks, you're right reading about Fidos at Wikipedia currently
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One possible explanation for this very odd finding that Fido hits were not always kills is the size of the warhead. Fido had only 100 lb of explosives, when the warhead of MK 14 torpedo was 640 lb. I would also think that in a way submarines would have to be more durable than merchant ships as submarines are designed to be able to deal with water pressure at great depths. I think that that would mean that they could endure more pressure resulting from an explosion as well. Probably not as well as a warship with armor, but perhaps better than an unarmored steamer? |
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Outstanding!
So will we see one day ship fired torpedos too? |
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Yes, the virtual particle approach can be adapted for any ship or plane, so you can see it (the torpedos) being released in good shape...but not the torpedo itself running just after it hit the water. The Ai torpedos on sh3 continues with only being spawed looking north...a engine limitation without fix yet (Iīm close...:D) but some seconds later it will be armed and will appears runing near your target. Itīs in truth a compromise solution as we yet have not a complete one. Anyhow, the overall feeling/visual and results are very good. The player will not notice these tricks. Now some update on the mod: I spent the last 4 days just trying the best adjust for all the stuff to run ok on the campaigns (for SM or simple SCR scripts itīs ok since first release). So after hard time (fu*&% good game!) i achieve to have all aspects solved and itīs now totally problems free running at the Campaign_RND.mis!:up: |
Rubini is just too cool for school!:arrgh!:
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Another possible explanation is that the Fido is homing in on the sound the screws make, and so is likely to hit near the stern. This, I think, allows a much better chance to survive than a hit amidships. |
Will this mod be playable with GWX? Can't wait for it!
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This is... amazing. I don't know what else to say.
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New version is on the way. See the mod [REL] main thread, post 40 for what is comming! ETA tomorrow. See you!:up:
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New mod version released (v2)! See here:
http://www.subsim.com/radioroom/showthread.php?t=197762 |
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