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-   -   DON'T BE AFRAID TO USE THE MK 27 "CUTIE" TORPEDO (https://www.subsim.com/radioroom/showthread.php?t=217912)

SeaviewSkipper 01-20-15 06:45 AM

DON'T BE AFRAID TO USE THE MK 27 "CUTIE" TORPEDO
 
Hello my fellow captains. This is probably old news, but I wanted to say that you shouldn't be afraid to use the "Q-Tip".That's what I call it. :) I just used it for the first time in SH4 with my Balao-class boat. I was dubious about it, mainly because of it's slow speed. I also wasn't sure it would work.
I loaded two in my tubes. I fired them both at a Fubuki destroyer that was looking for me, though she hadn't discovered me. She was doing 11 knots and meandering around. The range was about 2450 yards. They took a long time to get to her. about 5 minutes, but both hit her and she sank.
I'm curious to experiment some more with them at more acute angles and less desirous firing positions.
If anyone has some interesting experiences with the Mk 27's, I'd be happy to hear about them. Happy hunting! Jeff

depthtok33l 01-20-15 07:48 AM

I read something about this torpedo in this forum comparing it to a hand grenade. :k_rofl::k_rofl::k_rofl:

SeaviewSkipper 01-20-15 10:44 AM

A hand grenade? How so? A hand grenade can't follow its target around like the Q-Tip can. :)

Armistead 01-20-15 11:37 AM

Depends what mods you use....it's basically worthless with most supermods. It was designed to disable props of smaller excorts... and with most mods, you're lucky to get that....I have used them at times to finish off a merchant, even a warship that was still making speed, but very damaged.

Spraug 01-20-15 03:20 PM

:arrgh!: The cutie is severely limited imho, but what I like it for is in the stern tubes to discourage pursuers. You can launch them while diving and give that DD something else to worry about for a minute or two. Alternatively when you're in a brawl with wildly turning enemies that are coming your way, a few cuties may help. But in general I have to agree with the hand grenade theory.

merc4ulfate 01-20-15 08:39 PM

I have used them plenty of times. I really enjoy using them.

I hit a battleship once with a bow on bow shot. I finished her off with MK 14's as her bow was dipping below the waterline while she slowed. I pretty much dove underneath it to maximum depth to escape the escorts.

I have noticed in storms the surface ships will slow down and they can be effective in that manner. I once used them on the Yamato in a typhoon where my only shooting bearing was the radar. I had hit it with three MK 14's which slowed it down allowing the cuties to add three more hits into her. It came to an all stop and I circled around finishing it off with more MK 14's.

SeaviewSkipper 01-20-15 09:49 PM

HaHaHaHa. Very cool. Yeah, despite the "haters", I think the Q-Tips have some real value in certain situations. Attacking a destroyer that's aggressively pursuing you by firing one or two from the stern tubes while diving definitely comes to mind, as "Spraug" said.

Armistead 01-21-15 12:42 AM

Quote:

Originally Posted by SeaviewSkipper (Post 2280358)
HaHaHaHa. Very cool. Yeah, despite the "haters", I think the Q-Tips have some real value in certain situations. Attacking a destroyer that's aggressively pursuing you by firing one or two from the stern tubes while diving definitely comes to mind, as "Spraug" said.

Not so much haters, it's just most supermods have reworked damage zones to be more realistic, so cuties have little effect against anything worth attention. I could carry 4 and not sink one ship with them, compared to the punch of the M14, possibly 2-4 ships....

Once, for the heck of it, I loaded 10 cuties. I've reworked crew ratings and scripted in some convoys that actually hug the China coast later war. With the escorts with elite ratings, these are dangerous to go for. So I launched 10 cuties at a slow group from far away and ran. I think damn near everyone hit, the results, one merchant hit with 2-3 slowed to 1 kt.....Just not worth it....

Now, when playing stock, they had a hell of a unrealistic punch........

merc4ulfate 01-21-15 02:34 PM

Here is my mod list:

Generic Mod Enabler - v2.6.0.157

1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Improved Ship Physics 2.6_TMO_RSRDC
TMO_Visuals_for_RSRDC
Fixed_CD_sonar_RSRDC
Classe_Balao_CamoTri
Pacific Sound Mod
Nav Map Make-Over v2.1
NMMO Airbase Add-on
NMMO v2.1 Patch 1 with AB
NMMO Maps Add-on
NMMO Pre Pearl Harbor Career Start Add-on
NMMO Reverse Ocean Colors Add-on
Less Plankton 1.2


The cuties work decent enough

Admiral Halsey 01-21-15 06:53 PM

Nice in theory bad in actual practice is how I describe the Cutie. Never use it myself and stick to my standard loadout for the war. MK 14's early war with a couple MK 10's for those targets you don't want a dud torp for. Then when the electric torps come into being that's what I switch to until the hydrogen powered torps with the larger warheads become available upon which I switch to them.(I modded it so they cost way less renown to buy)

Sandman_28054 01-21-15 07:00 PM

I cheat!

Here's my mods for TMO 2.0:

US Medals Fix II
Radio Rak-7
Websters Elimate Floating Planton for v 1.4 and 1.5
Websters No Crew Fatigue for v 1.4 and 1.5
Websters Upgraded Deckgun for v 1.5
Trigger Maru Overhaul 2.0
Extra Ammo Mod
Nesgeis Range Ring and Bearing Line Mod
600 Slightly Subneuclear Mark 14 and Cutie
tench class mod

Cutie speed increased to 24 knts and range increased to 10,000 yds.

Webster 01-21-15 07:28 PM

Quote:

Originally Posted by SeaviewSkipper (Post 2280188)
A hand grenade? How so? A hand grenade can't follow its target around like the Q-Tip can. :)

it was about the explosive force being weak but under water the explosion is concentrated and confined to a small area so you don't need a lot explosive in the warhead to put a hole in a DD. now a BB might be different

SeaviewSkipper 01-22-15 01:52 AM

Quote:

Originally Posted by Armistead (Post 2280394)
Not so much haters, it's just most supermods have reworked damage zones to be more realistic, so cuties have little effect against anything worth attention. I could carry 4 and not sink one ship with them, compared to the punch of the M14, possibly 2-4 ships....

Once, for the heck of it, I loaded 10 cuties. I've reworked crew ratings and scripted in some convoys that actually hug the China coast later war. With the escorts with elite ratings, these are dangerous to go for. So I launched 10 cuties at a slow group from far away and ran. I think damn near everyone hit, the results, one merchant hit with 2-3 slowed to 1 kt.....Just not worth it....

Now, when playing stock, they had a hell of a unrealistic punch........

Oh. I see. I'm still playing the stock 1.5 game. I'm getting ready to do some mods. I didn't know you could modify damage zones. Hmm. That's interesting. There are so many mods to consider. I'm a bit overwhelmed. Thanks for the information. Jeff

SeaviewSkipper 01-22-15 01:55 AM

Quote:

Originally Posted by merc4ulfate (Post 2280580)
Here is my mod list:

Generic Mod Enabler - v2.6.0.157

1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Improved Ship Physics 2.6_TMO_RSRDC
TMO_Visuals_for_RSRDC
Fixed_CD_sonar_RSRDC
Classe_Balao_CamoTri
Pacific Sound Mod
Nav Map Make-Over v2.1
NMMO Airbase Add-on
NMMO v2.1 Patch 1 with AB
NMMO Maps Add-on
NMMO Pre Pearl Harbor Career Start Add-on
NMMO Reverse Ocean Colors Add-on
Less Plankton 1.2


The cuties work decent enough

Your mod list looks good. I haven't downloaded any mods yet. I'm still checking them out. Would you tell me exctly what the "TriggerMaru" mod has and does? I'm very interested in that. Thanks. Jeff

Armistead 01-22-15 05:20 PM

TMO {Trigger Maru Overhauled} is what we call a super mod. It contains numerous smaller mods tweaked to work together, plus many changes by the maker himself. Basically what you get is much tougher AI and a more realistic game. Basically everything is better, numerous bug corrections, etc. Also, graphics are highly improved. Many complain it to be too hard, but once you learn it, not hard at all....unless you make stupid mistakes.

RSRD is a traffic mod that can be used with most supermods. Basically it redoes the traffic campaign to almost perfect historical traffic. The stock game basically spawns traffic anywhere at anytime, RSRD will spawn it correctly at the right port, basic correct path and despawn it again at port. Almost every battle is included...


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