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-   -   TMO 1.8 Torps (https://www.subsim.com/radioroom/showthread.php?t=173285)

TwinStackPete379 08-07-10 03:31 AM

TMO 1.8 Torps
 
If this addressed someplace else, I could not find it. Here's what i got. I'm Giving TMO 1.8 another shot, I haven't had luck in the past with it. So, I line up an O'Kane attack on a DD, and fire 3 torps. I saved it before the shot, when the torps look like they're gonna hit, they pass thru the target. so I load save backup and try agin experimenting with the torp settings. All my apparent hits are passing right thru the target...every time. Here's my question: If a torpedo is a dud, will it pass thru the target? It could be I just have 3 duds, but, I'm not sure how duds behave.

Diopos 08-07-10 04:09 AM

Are you sure your torps are passing "through" and not "under" the target?


.

Armistead 08-07-10 07:21 AM

I play TMO2 now, but played 1.8 for a long time and never had that problem.

Remember, you're shooting at a DD, not sure which one, but most ride high on the water. Even if you set your torps on the lowest setting, say 5ft, early in the war those torps always ran much deeper, usually about 9 ft in game. I agree, your torps are running under, not through.

Duds will hit the ship and bounce off it and just sink. You should get a message dud torpedo. Prematures will just explode in route. Still, early war probably best to set your torps to influence since they will probably run deep.

Next time you shoot, use the external cam and follow the torpedo and you should see it passing under. Try shooting some merchants and you shoudn't have the problem, just don't run torps at the keel line early war.

TwinStackPete379 08-07-10 07:37 AM

Thanks for the quick reply. Yeah i used the external cam. the last couple of tries it looked like they went thru, but who knows for sure? TMO is up to 2.0 now? That's the latest version? oh boy. going to look now :)

TwinStackPete379 08-07-10 07:53 AM

ok...I found it even tho i was looking for 2.0 last night. when i google "trigger Maru overhauled 2.0" the links pop up, i go to them, then i see the date of Ducimus' post and think to my self "how did 2.0 come out in '07?" (or was it '08? I'm working from memory here and it's not so good anymore) Then in a moment of clarity i check the bottom and realize the post was edited last just 2 months ago. If my head wasn't attached...

Admiral8Q 08-07-10 02:58 PM

Quote:

Originally Posted by Diopos (Post 1461990)
Are you sure your torps are passing "through" and not "under" the target?

That's what I was thinking also.

Yes TwinStackPete, TMO 2.0 is revamped for better play. :cool:

TwinStackPete379 08-07-10 03:13 PM

Yeah, I'm halfway through the first patrol on 2.0. all i can say is wow! As far as my torp problem earlier....I bet they were going under. Which is fine because i thought maybe i had a nasty glitch, but, no. That twin gun Narwhal is so friggin neat. I know the next skin i'm making. :)

Admiral8Q 08-07-10 09:08 PM

TS Pete, my recommendation is to take Mark 10's up until mid 1943. Those Mark 14's are a bitch. They run too deep, they explode prematurely or not at all, more duds than good ones.:nope:

TwinStackPete379 08-08-10 11:00 PM

8Q i took ur advice. i loaded up MK10s on the third patrol. That last patrol was useless. i came back with 2 fish and out of the rest, 3 detonated. :damn:
In a moment of frustration i surfaced and let the deck guns loose. I love this new boat.

Spieder3 08-09-10 04:55 AM

I have the same problem with the TMO 1.7.
Lots of torpedos start and dive, and passing under the target.
Sometimes the torpedos exploding in the middle of the range to the target. (1000 Yards)
I have no idea what I did wrong. It's frustrating! :mad:
I have only SH4 1.4, can't install TMO 2.0.

TwinStackPete379 08-09-10 07:17 AM

Spieder, find yourself a copy of "Silent Hunter Wolves of the Pacific" *GOLD EDITION* It's got what you need to install 2.0. I found mine in the States. Someone has it somewhere for sale.

Spieder3 08-09-10 07:49 AM

But thats not the solution for my problem.
It's not normal that torpedos exploding without reason, or?
The problem is, the TMO 1.7 is very good, but without this mod I have hardly problems with torpedos.

http://www.abload.de/thumb/1vpj4.jpg

http://www.abload.de/thumb/29qaf.jpg

tater 08-09-10 08:38 AM

Quote:

Originally Posted by Spieder3 (Post 1463206)
But thats not the solution for my problem.
It's not normal that torpedos exploding without reason, or?
The problem is, the TMO 1.7 is very good, but without this mod I have hardly problems with torpedos.

http://www.abload.de/thumb/1vpj4.jpg

http://www.abload.de/thumb/29qaf.jpg

It's very normal for early mk14s to explode "without a reason."

They were notorious for this, in fact. In many ways, it likely contributed to later japanese losses because they got complacent about submarines...

Spieder3 08-09-10 08:58 AM

Ok, but for a test I had shot 6 topredos at the same time, 4 torpedos exploding. Not very realistic.
But my problem is the dive deep. The torpedos come out my boat and run under approx. 8 meters. I can do anything against that.
Sorry for my english.

tater 08-09-10 09:10 AM

US Mk14 fish always ran deep at the start of the war. ALWAYS. The Navy was too cheap to test them with a real warhead, and used a dummy that was significantly lighter. The average value of this was 11 feet as I recall.

In addition, the magnetic pistol failed often. More likely than not to fail.

On top of THAT, the contact pistol was ALSO faulty. If they hit close to 90°, the detonator would break and fail to explode.

Read some early war patrol reports—they sound a lot like your post :)


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