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-   -   Dud Torpedoes in Silent Hunter (https://www.subsim.com/radioroom/showthread.php?t=129518)

Badfuzzy 01-23-08 12:07 AM

Dud Torpedoes in Silent Hunter
 
How do you deal with the Mark 14's in Silent Hunter? I would say 1/3 -1/2 of my Mark 14's torps are duds or premature, at least before 1943. :damn: Does angle of impact, range, speed, or depth have any effect on the chance of a dud? Obviously close range will eliminate most of the prematures...

ChristopherT 01-23-08 07:38 AM

Quote:

Originally Posted by Badfuzzy
How do you deal with the Mark 14's in Silent Hunter? I would say 1/3 -1/2 of my Mark 14's torps are duds or premature, at least before 1943. :damn: Does angle of impact, range, speed, or depth have any effect on the chance of a dud? Obviously close range will eliminate most of the prematures...

Historically, torpedoes that hit a glancing blow had a better chance of not dudding on impact. Wether that is modeled in Silent Hunter I don't recall. As far as prematures go, try to keep the torpedoes as deep as the target will allow. You should also allow at least 5 seconds between firing tubes to reduce the torpedoes odds of interfering with each other. I do recall that the early war is a frustrating period. You could try launching attacks on sound bearings alone just for kicks, that was a very early war tactic!

Christopher

Badfuzzy 01-25-08 01:32 AM

I suppose its a good thing, I would be getting 200k ton patrols every patrol if it werent for the duds.

ChristopherT 01-25-08 06:50 AM

Quote:

Originally Posted by Badfuzzy
I suppose its a good thing, I would be getting 200k ton patrols every patrol if it werent for the duds.

Can you imagine the fury of a captain that not only had to deal with dud torpedoes in thier tubes, but when they reported it they were told it was thier fault?

Christopher


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