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-   -   Mark 16 is wakeless now but enemy ships still detect it.Anyone know how to fix this? (https://www.subsim.com/radioroom/showthread.php?t=178010)

Bubblehead1980 12-14-10 06:10 PM

Mark 16 is wakeless now but enemy ships still detect it.Anyone know how to fix this?
 
Running a mod someone put out that makes the Mark 16 wakeless as it was in RL.Noticed enemy ships are detecting it like it has a wake, rather annoying.Missed several good shots now due to this.Anyone know how to fix this? Perhaps involves S3D?

ETR3(SS) 12-14-10 07:28 PM

I can't find anything that says that the Mk 16 was wakeless. Looking at what information there is about it out there, I'd expect it to have a wake.

Bubblehead1980 12-14-10 08:12 PM

Quote:

Originally Posted by ETR3(SS) (Post 1553727)
I can't find anything that says that the Mk 16 was wakeless. Looking at what information there is about it out there, I'd expect it to have a wake.


Believe it was Armistead who told me this and had some documentation.

Armistead 12-14-10 08:17 PM

Actually it had a wake, but could barely be seen....so semi wakeless. It left a small wake from alcohol exhaust, but hardly detected, except in calm waters.

I just pulled up a lot of info on it long ago. Maybe someone knows some factors to tone the wake, but seems like you only had two choices...wake and wakeless, not in between...but whadda I know.

NorthBeach 12-14-10 10:03 PM

After loading up the wakeless Mk16 mod I ran a couple of attacks and thought it pretty effective. I had to go to the office in DC for a spell and leave SHIV 3k miles behind.

I fired it up a couple of nights ago and found myself in, what I thought at the time, a great position to exploit the Mk16's wakelessness (that a word?). I let four go at 3500yds, in mild (not calm) seas, at 0130 hrs (light clouds, not quite moonless). At 1500yds out the convoy went into a Chinese Fire Drill... :nope:

Webster 12-14-10 10:56 PM

i think wakeless was being confused with no bubbles, all torps ran deep enough to be wakeless but bubble trails were very visable if the watch lookouts were paying attention

anyway as to the detection, it might be a sound detection issue unrelated to what you do with visuals :06:

keltos01 12-15-10 01:02 AM

Quote:

Originally Posted by Webster (Post 1553835)
i think wakeless was being confused with no bubbles, all torps ran deep enough to be wakeless but bubble trails were very visable if the watch lookouts were paying attention

anyway as to the detection, it might be a sound detection issue unrelated to what you do with visuals :06:

I'm interrested in what you find because the type 95 IJN torpedo I modded used pure oxygen and barely left a trail too... though ingame she has one.


keltos

Webster 12-15-10 09:26 AM

Quote:

Originally Posted by keltos01 (Post 1553872)
I'm interrested in what you find because the type 95 IJN torpedo I modded used pure oxygen and barely left a trail too... though ingame she has one.


keltos


im not looking into anything, i have no time to do the things i HAVE TO do :damn:

but for what its worth heres what i know:

in doing my manuvering fix i found a side effect of reducing the ships engine horsepower was it also reduced the sonar sound it produced.
this was enough of an effect that vickers03 had to create a different way for linking the sonar sound so the ships wouldnt be sonar silent until you were on top of them.

soooo . . . i figure there is a really good chance that you can reduce any torpedos sonar detection ability just by lowering the torpedo "engine" horsepower which in turns reduces the sound it makes :hmmm:

as for the how to make less visible bubble trails:

i suggest you open capt cox's brighter torp wakes mod (its just one tga file) and see what he did to the image to make it more visible and naturally you do the opposite for less visible or simply delete/erase the image so its blank for no trail at all.

they all share the same file for that (as does most things in the game) so i was thinking if you created a new image file and change the linkage to open the new file instead of the shared one then i think you can set it to use a barely visible bubble trail but keep in mind the game sometimes "sees" things that to us arent that visible and i dont think anyone has ever fully solved the way the game sees and/or hears torps

note: lukeFF had told me that the brighter torp wake mod did increase torp detection

Bubblehead1980 12-15-10 09:02 PM

Ah ok, so not wakeless like say the Mark 18.I am positive its not a sound detection, Mark 18 is never picked up beforeit impacts, positive even though in the game there is no wake, they are spotting the torpedo as if there is one.Seas were calm and it was dawn in yellow sea, I had fired from 5000 yards.Second attack I fired submerged from 6000 yards in heavy seas and they hit, did not spot them in enough time to evade as would with steam fish in most cases.

Basically, the ships are still spotting the torpedo as if it has a wake in the game when it does not.Mark 18 is never detected.

NEON DEON 12-21-10 12:29 PM

If the 18 is electric and undetected in game, then there might be a qualification within the torpedo file to make the torpedo an electric version which could get you the effect you are looking for. I will take a look at my Torpex Torpedo mod and see if I can find something tonite. And yes if there is anything it would probably involve s3d.


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