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-   -   [TMO] Torpedo frustrations (https://www.subsim.com/radioroom/showthread.php?t=156050)

DigitalAura 09-10-09 02:02 PM

[TMO] Torpedo frustrations
 
I know this has been noted, but if I can get a consensus and maybe some ideas concerning this:

In this mod (I don't know if it's intentional or not) the torpedoes shoot 10 feet or more lower then the dial setting. Unfortunately that means that torpedoes very often pass UNDERNEATH the boat, even when set at 5'.

I have been firing every torpedo at 5' to combat this problem...is there something I'm missing? Is there a fix for this?

I know some of you are still setting 20' runs on 'em and supposedly having no problems hitting some of the big guys at the base of their hull. Is there a trick? I seemed to be able to get better results hitting ships at the bottom as opposed to at the waterline. I miss this option now.

SteamWake 09-10-09 02:23 PM

This is actually historically accurate and you have already found the 'fix' for it.

Set them for shallow 5-6 foot deep. :salute:

Cute avatar btw :D

DigitalAura 09-10-09 02:40 PM

HA! I got rid of that avatar finally! hehehe
Plus I just donated, so Neal should be changing it to my personal choice soon!

Regarding that 'fix'.... hardly a fix. Is there a way to shoot lower still or must I shoot 'em all at 5'?

Does shooting at 15' mean it goes 25'? How consistent is it? why doesn't turning 'duds off' fix this. It should. It's part of the dud factor in my opinion.

Barkhorn1x 09-10-09 03:09 PM

Quote:

Originally Posted by DigitalAura (Post 1169804)
Does shooting at 15' mean it goes 25'? How consistent is it? why doesn't turning 'duds off' fix this. It should. It's part of the dud factor in my opinion.

Yes, it should be pretty consistent as in RL the issue there was a 10-11 foot gap in setting vs actual performance until late '43 when the issue was corrected. And Ducimus probably programmed indepently of the dud factors which have to do w/ the exploders.

DigitalAura 09-10-09 03:25 PM

I see.

Tell me, then, can I expect this problem also go away in late '43? :DL

donut 09-10-09 03:43 PM

Pretty much
 
Under keel set influence.

sergei 09-10-09 04:00 PM

Yeah I'm with donut on this one.
I forgot about the magnetic trigger because with duds turned on they're just so damn unreliable. I just take all my shots on contact only.
But if you got duds turned off then set the torp trigger to contact/influence. That way if it does run under your target it may still go off.

Barkhorn1x 09-10-09 05:39 PM

Quote:

Originally Posted by DigitalAura (Post 1169839)
I see.

Tell me, then, can I expect this problem also go away in late '43? :DL

Not sure. Here is what Ducimus has to say on the topic fro his mod:

Quote:

20.) I'm getting entirely too many faulty torpedos!!!

Yes, TMO now includes a modification to increase torpedo malfuctions. The stock torpedos were undeniably too reliable. In increasing torpedo malfunctions, it is the intent to make it more then stock, but less then the "hardcore torpedo mod", something which not everyone can handle. That said, modding torpedo failures for any consistant behavior, is incredibly hard to do. Even with stock, the game can have periods where every torpedo you fire is a dud, followed by a period with no duds at all. Except in stock, the "no duds at all" was 95% of the play. Suffice to say, if you run into a period with excessive duds, its not the mod, its the game behaving in decidedly inconsistant behavior, and the torpedo malfunction rate settings in TMO, do not reflect values used in the hardcore torpedo mod; the values used here, are infact, less.
So, no mention of depth rules.

Barkhorn1x 09-10-09 05:40 PM

Quote:

Originally Posted by donut (Post 1169849)
Under keel set influence.

Always best to use the combo setting as 'what's the harm?':yeah:

Ducimus 09-10-09 05:57 PM

http://forum.kickinbak.com/viewtopic.php?p=19786#p19786

Armistead 09-10-09 05:59 PM

With TMO it sort of balances out. If you use contacts only, you'll get more duds. If you set influence on, you'll get more prematures.

I think your best choice early war is slow speed, contact only and try to impact the target at an angle. This was historically correct and also works in the game.

Torps run an average of 9 feet deep until 43. Just use that as a guide. If I'm shooting a merchant with a 20 ft keel, I set torps to 11 feet.

I'm goin' down 09-10-09 06:57 PM

don't tell anybody (shhh!)
 
Don't tell anyone but Digital Aura is missing his "Operation Nanook" emblem from the bottom of his post(s). It's supposed to be a secret!:D

Stealhead 09-11-09 12:23 AM

Right.Does he not see his own stuff in his own posts when he looks at them? I do for mine I can the picture in my sig I dont recall what it is though:hmmm:

DigitalAura 09-11-09 07:45 AM

@ DUCIMUS... a good read (and a great mod BTW, thx) but no info on the depth variable. I'm playing with duds off for now but the depth thing is irksome and IMO should be also turned off when that setting is chosen.


@ Goin Down... yeah, don't tell anyone else! shhhh :haha:

pssst... I got a custom avatar instead! :rock:


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