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MK14 TorPex Warhead missing from game
Well, here's what I understand :
German Hexanite isn't much better than TNT. in game German T1 and Te and TIII torpedoes have these values : MinEF=120 MaxEF=180 AP=100 Minradius=3 Maxradius=7 the US mk14 has the same values as the T1a : --> so it must use the TNT warhead. Then the game is missing out on the torpex warheads which were supplied to boats starting in 1943, and were used along with the TNT warheads. Quote:
All subsequent types to be changed to TorPex, thus with a higher yield. As I did US torpedo mods a while back, I could easily mod this. What do you think ? keltos |
http://img90.imageshack.us/img90/7439/values.jpg
I made it. This mod includes the IJN torpedoes on the Axis side and the Mark VIII** British torpedo on the Allied side as well as the new mk 14 II (TorpEx warhead). The mk10 has been reduced as it used TNT and the mk27 will exactly do what it did in RL : disable the propeller thus allowing the Fleetboat to escape. Try out the british one as well, after all they invented TorpEx ! download link US mk14 torpex : http://www.mediafire.com/file/gno2aqqqijr/US MK 14 II - IJN - British mark VIII.rar Keltos |
Interesting! Thanks! How would you mod a Mk48 warhead? In your opinion, should its explosive power be considerably greater than that of a Mk14 torpex? I did my Ohio (and soon Skipjack) mods, but kind of overpowered the Mk48 torpedo. I was thinking of putting it into accordance with precursor torpedos. Since my Skipjack will use Mk14/16/48.
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Quote:
I actually thought about it last night ! the thing is the mk 48 is a hollow charge round, basically punching a hole no larger than the warhead itself or 21 inches so it would be 0.55 m. the impulse would be less, as it directs the explosion on one point only. http://img222.imageshack.us/img222/5...wiimk48pic.jpg Mark 48 ADCAP torpedo aboard USS Asheville (SSN-758) U.S. Navy Photograph No. DN-SC-95-01775 mk48 Explosive Charge 650 lbs. (292.5 kg) PBXN-103 This is equivalent to about 1,200 lbs. (544 kg) of TNT Range / Speed 10,000+ yards (9,000+ m) / 28+ knots (official figures, but see notes, below) http://www.navweaps.com/Weapons/WTUS_PostWWII.htm in the above mod I removed the mk16 for the mk VIII** I think, you can only modify existing types, not create new ones.. been there, done that ;) keltos |
longer wake
in the .sim :
http://img246.imageshack.us/img246/3710/wakes3d.jpg I looked in the .dat which was which and lengthened them accordingly. http://img150.imageshack.us/img150/7237/wake.jpg I edited the wake and set it to 25 instead of the original 10, now they look longer don't they ? keltos download : http://www.mediafire.com/file/gno2aqqqijr/US MK 14 II - IJN - British mark VIII.rar |
bump for hautpoul
download link US mk14 torpex : http://www.mediafire.com/file/gno2aqqqijr/US MK 14 II - IJN - British mark VIII.rar |
Thanks Keltos! This is a nice little addition! It's always the little details that round things out nicely.
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