SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   Hit power of torpedoes : US to IJN calculation (https://www.subsim.com/radioroom/showthread.php?t=149574)

keltos01 03-20-09 06:21 AM

Hit power of torpedoes : US to IJN calculation
 
base value

min
130

max


210

ap


100

range min


2

range max


2,5

can't remember where these numbers came from..:oops: I think the mk14 or the basic german torpedo..

this is what I use with the multiplier from the difference in explosive weight :

mk 14 = 292 kg

Type 95 = 405 kg

-> 405/292 = 1.3869.

so is 1.38 times more powerful,



so I multiplied all numbers seen here above by 1.38.

base num multiplier new value T95
min 130 x 1.3869 = 180,308
max 210 = 291,267
ap 100 = 138,698
rg min 2 = 2,773
rg lax 2,5 = 3,750

I did the same for all IJN torpedoes according to their explosive weight (see above table)

so f.i. the armor piercing go from 100 to 138 showing a 38 % increase.

Peabody rightly pointed out to me that 38% more explosive doesn't mean 38 % more damage, I agree with him, but so how much increase must be applied ???

the same is true for the damage the torpedo does : is a smaller damage radius meaning a worse hit for the ship ?

I need help here !

keltos

tater 03-20-09 08:22 AM

Larger damage radius means more gets damaged.

An explosion happens in the game. In generates a damage value randomly between the min and max value.

It applies 100% of this number out to Rmin, and reduces the damage applied from 100% to 0% between Rmin and Rmax.

The AP complicates things as a modifier.

There is simply no way to scale things in an obvious way without testing since the values are all arbitrary. A "formula" is probably only good as a starting point.

Webster 03-20-09 05:53 PM

you need to find data on the explosive itself to guage if its equal 1 to 1 with german or us explosive to give you the baseline to determin a 38% increase in explosive is = ? in increased damage.


can you compare DD sinkings on both sides and get any commonalities to do a guestimate on ijn vs us torp damage? the us did have to sink a few DD that were captured by japan and we were forced to sink them.

if you dont get any evidence to the contrary i would use german explosive power values since they were allies and likely sharing the same research

tater 03-20-09 07:00 PM

There is no algorithm to do this for you. Really. Not possible.

There is a thread in here that was locked about german torpedo strength vs RFB. I did a little digging, and even though I had assumed that german fish were stronger later in the war, the stats show exactly the opposite (looking at sinkings of similar sized merchant targets).

I think the only way is to look at some sinkings, and mess with it til it feels right.

keltos01 03-21-09 04:50 AM

the problem right now is that although I modded the exact increase in explosive power they do sink ships too easily ingame.

that has to be corrected.

Peabody and I are working on it.

Quote:

I did notice in the stock German torpedos there are only two sets of numbers.

MinEF=120
MaxEF=180
AP=100
Minradius=3
Maxradius=7

MinEF=80
MaxEF=160
AP=100
Minradius=3
Maxradius=7
so I will now use the first one as base value and see what gives.

Keltos

tater 03-21-09 09:35 AM

Remember it's going to pick a value between minEF and maxEF. If you think that a given IJN fish should always be ~twice as strong then don't have the min value so low, but maybe the max not so high.

It is going to be VERY ship DM related. The AP value is a heavy modifier on the EF, too. Nothing to say but that it will take a ton of testing. Also, I know nothing about the DM fidelity of allied ships, since I've never shot at any.

rubenandthejets 03-21-09 11:12 AM

These topredos should be pretty strong-they were one hit one kill designs, right? The problem might be more a case of if they exploded.

I keep coming across references to unreliabilty in almost everything the Japanese produced in WWII. One of the their top aces was killed when his plane literally fell apart!

It might be a lesser problem with a whole ship as one or two big companies built them, but typically small workshops supplied the components of the weapons and detection systems which were then assembled at the main factory. US quality control experts had a fit in the Korean War when inspecting the huge number of dud shells coming from Japanese suppliers and a crash course in QC wholeheartedly adopted in the early fifties. They "New Japan" factories were designed around it, but during the war QC was literally hit or miss.

Most of this is from books I read a while ago about the rebuilding of Japan so I don't have any references on hand. Have you guys found any references to this in your research? Are seroius breakdowns, duds and malfunctions part of the IJN campaign?

Sorry, I know this isn't helping mod the relative torpedo strengths but the thread got me thinking.....

keltos01 03-21-09 12:12 PM

the values I use are from RL data, they had very good torpedoes with very few duds due to live exercices prior to WWII.

They didn't have to try them out in war as did the americans till 1943...

Peabody and I were wondering if they weren't too strong compared to the hit value of allied ships in game.

keltos

keltos

peabody 03-21-09 01:00 PM

Quote:

Originally Posted by keltos01 (Post 1069378)
the problem right now is that although I modded the exact increase in explosive power they do sink ships too easily ingame.

that has to be corrected.

Peabody and I are working on it.
so I will now use the first one as base value and see what gives.

Keltos

Before you can use those numbers that were posted in the chart (which didn't copy over when I hit reply BTW. ??) is to find out how much explosive that German Torpedo had. Remember, you used the Mark 14 as a base value to compare with the Type 95 Japanese and you knew both amounts of explosive so you can't use the same percentage increase since the Mark 14 only had 100 as MinEF.

So you need to find out which torpedos had 120 as MinEF and how much explosive that torpedo had to get the % increase. When I looked at the numbers I tried using torpedos that were used about the same time period too, not compare one used in 1930's to 1942 and compare that to one used in 1945.

@Tater and Webster: I understand your ideas. I was discussing with Keltos that the problem we are going to run into is the way the game uses "hitpoints". I think there are way too many varialbes involved to say anything exact. But we did have amounts of explosive in the warhead to compare, taken from documentation we found. Problem came in when we both make simple mistakes. He started with the wrong base value and I was comparing to the Type 96 when I though I was comparing to the Type 95 (I was looking at he wrong zon file) so we ended up with two different sets of numbers, we have corrected that.
But the point I was bringing up about damage, is variables involved. Easier to explain with an example.
Comparing warhead from Mark 14 to Type 95 gave a little over 38% more explosive with the 95. Now you fire the torps at a ship and hit the same spot in the center of a compartment, Mark 14 makes a hole, compartment floods. Take the Japanese torp in same location, Type 95 makes a bigger hole, flood faster. Result in real life, one compartment flooded. Bigger hole but basically same damage. In game: more hitpoints given to the ship.

Example 2: Both torps hit close to a bulkhead. Mark 14 makes a hole, does some damage to the bulkhead but not enough to flood both compartments. type 95 makes a bigger hole, so it either extends the hole to the second compartment or damages the bulkhead enough to flood both compartments. Totally different outcome.

And of couse I am not taking into consideration any cargo or ammo bunkers etc.

So I think the idea of try it 'until it feels right' is a good idea, since there are too many variables for anything to be exact.
Peabody

keltos01 03-21-09 04:30 PM

53.3 cm (21") G7a T1

Ship Class Used On
Surface ships and Submarines

Date Of Design
about 1930 Date In Service about 1938
Weight 3,369 lbs. (1,528 kg)
Overall Length
23 ft. 7 in. (7.186 m)
Negative Buoyancy 605 lbs. (274 kg)
Explosive Charge
(see Notes) 661 lbs. (300 kg) Hexanite
Range / Speed
6,560 yards (6,000 m) / 44 knots
8,750 yards (8,000 m) / 40 knots
15,300 yards (14,000 m) / 30 knots
Power
Decahydronaphthalene (Decalin) Wet-Heater

in game :

MinEF=120
MaxEF=180
AP=100
Minradius=3
Maxradius=7

53.3 cm (21") G7e T2 and T3

Ship Class Used On Submarines and Schnellbootes (E-boats)

Date Of Design
about 1935 Date In Service about 1939
Weight 3,534 lbs. (1,603 kg)
Overall Length
23 ft. 7 in. (7.186 m)
Negative Buoyancy 597 lbs. (271 kg)
Explosive Charge (see Notes) 661 lbs. (300 kg) Hexanite
Range / Speed Early War: 5,470 yards (5,000 m) / 30 knots
Late War: 8,200 yards (7,500 m) / 30 knots
Power
Lead-acid batteries

in game :

MinEF=120
MaxEF=180
AP=100
Minradius=3
Maxradius=7



Quote:

Warhead weight for these torpedoes confilicts in many references. I have seen numbers as low as 617 lbs. (280 kg) and as high as 948 lbs. (430 kg). I suspect that the lower numbers were for torpedoes issued early in the war and then heavier warheads were introduced during the war. The figure in the table above is from "Naval Weapons of World War Two."
http://www.navweaps.com/Weapons/WTGER_WWII.htm

the US mk14 has the same values :

MinEF=120
MaxEF=180
AP=100
Minradius=3
Maxradius=7

the german ES torpedo has a slightly lower hitpoint :

MinEF=80
MaxEF=160
AP=100
Minradius=3
Maxradius=7

so the only values that vary here are minEF and maxEF. I'll redo my mod accordingly.

keltos

keltos01 03-21-09 04:59 PM

http://img6.imageshack.us/img6/250/tableztz.jpg


fixed the mistakes in my excell file, the values look better now.

keltos

keltos01 03-21-09 06:14 PM

http://img148.imageshack.us/img148/1815/torpdam.jpg

3 type 89 broadside hits : listing heavily but not sinking yet. Yes this is better :)


corrected mod :

http://files.filefront.com/v+38+IJN+.../fileinfo.html

keltos

NEON DEON 03-21-09 06:15 PM

I am thinking if you want to calculate power in a better way that you have to add a qualifier based on the the explosive used.

IE: TNT as the base and listed as 1

Japanese TNT with additives to make it more stable increased its power over regular by about 7 percent so list it as 1.07

US Torpex increased explosive power over regular TNT by 50% so list its modifier as 1.5.

Now with those multipliers use your explosive sizes and you might be a step closer in a fair increase for U S torpedo damage.

So in order to qualify the level of TNT for each torpedo

Mark 14: 643 lbs * 1.5 = 964.5 lbs of TNT

Type 95 mod 1 893 lbs * 1.07 = 955.51 lbs of TNT

Which makes the Mark 14 a tiny bit more powerful than the type 95!

Thats me story and I am sticking to it.

tater 03-21-09 06:44 PM

Yeah, that is important. In that thread about the german fish, it was surprising, but regardless of the actual amount of explosive in the german fish, the mk14 sank 7k ton ships at a MUCH higher rate with a single hit than german torpedoes in 1944. Like 18% 1 hit sinkings for germans vs 69% for the mk14.

Torpex was a very good explosive, and apparently MUCH better than hexanite based on the stats (I combed all 1944 Liberty ship sinking narratives at uboats.net and compared them to 7k ship sinkings in the PTO for the entire war—confirmed sinkings by japanese records with a specific ship name for each attack, and I went all the way up to 7999tons). The trouble with the mk14 was never the warhead, it was the detonator.

keltos01 03-21-09 06:52 PM

Quote:

Originally Posted by NEON DEON (Post 1069705)
I am thinking if you want to calculate power in a better way that you have to add a qualifier based on the the explosive used.

IE: TNT as the base and listed as 1

Japanese TNT with additives to make it more stable increased its power over regular by about 7 percent so list it as 1.07

US Torpex increased explosive power over regular TNT by 50% so list its modifier as 1.5.

Now with those multipliers use your explosive sizes and you might be a step closer in a fair increase for U S torpedo damage.

So in order to qualify the level of TNT for each torpedo

Mark 14: 643 lbs * 1.5 = 964.5 lbs of TNT

Type 95 mod 1 893 lbs * 1.07 = 955.51 lbs of TNT

Which makes the Mark 14 a tiny bit more powerful than the type 95!

Thats me story and I am sticking to it.

where did you find the data as to the difference between torpex and Type 97 explosive ?

I am not so stubborn that I won't change it again if given new data, but I need facts.

keltos


All times are GMT -5. The time now is 07:53 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.