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TMO - duds and duds and more duds!!
Hey guys,
so i managed to get the expansion and install TMO2.5 (got rid of sh5!), anyway, first mission and I am face to face with a small convoy :2 destroyers and merchant maru. So, I got the sub at the perfect position, set up my solution, and fired 4 toprs from an approximate distance 2000+yards and down I go! Happily waiting for my crew guy to report torpedo impact!! right? and so here we go: Crew Guy: Torpedo is a dud sir! (what the hell, i have another 3:up:) Crew Guy: Torpedo is a dud sir! (Hmm, unlucky!:down:) Crew guy: Torpedo is a dud sir! (What in the blue hell????????:wah:) Crew guy: Torpedo is a dud sir! (For the love of god!!!!!!!!!:damn:) Come on!!!!!!!!! all four??????????????? hahahaha |
http://en.wikipedia.org/wiki/Mark_14_torpedo
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really??
where should i fire from!?:-? How fast can i replace this "plague" !:hmmm: |
U.S. torpedoes were plagued with problems early on in the war. Both the exploder and depth keeping mechanism were faulty. Your best bet early war, is to set the torpedo depth as shallow as possible, set the torpedo speed to slow, and try to fire at an angle other than 90 degrees.
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http://www.subsim.com/radioroom/showthread.php?t=190928 Following some good piece of advise given here fixed my problems. By the end of '43 everything is "cool". |
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iam early 41 patrol:) haha will try with all tips given! |
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Duci's Weather rock for Torpedo firing If sea is windy, use impact. Getting to the target is half the problem. If sea is calm, use magnetic. Getting to the target isn't the problem. |
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The truth is, how failures work in game is horribly flawed. I didn't realize this until after i had experimented with it for quite a bit.
As you know the game has two detonation pistols. 1. Magnetic 2. Impact. The flaw is this in terms of tweaking dud rates as a modder: Impact pistols: Dud rates can be tweaked, but not premature rates. which is correct, with no magnetic influence, wave actions won't cause a premature detonation. Magnetic pistols: Now here's the kick in the teeth. Magnetic pistol can detionate via both a solid hit against a hull, or magnetic influence. You can tweak premature rates, but you cannot tweak impact dud rates. Dud rates for impact hits while using the magnetic pistol seems to be this hard coded value somewhere that is abysmally low. So in sum you can: - tweak an impact pistol to dud all you like. - tweak a magnetic pistol to premature all you like. But you can not: - Tweak an impact pistol to premature - Tweak a magnetic pistol to dud. Now go back, and reread my Indian weather rock on torpedo firing. lol |
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:har: Nice! |
What about using Mark 10 (S boat)
are they completely reliable in TMO? |
I restarted patrol, and this time used magnetic and shallow as advised. fired 4 one missed 3 detonated:) down she goes!
now, getting away from those DDs is another trick..hahah.. jesus, I am at almost 450ft , thats the max for this sub, and they still ping me(silent & 1/3)..hmm..I thought in 41s they couldnt ping bellow 300-350ft...back to reading i guess..:damn: |
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AFAIK the real mk 10s had pretty serious depth keeping and gyro problems at the start of the war, though their pistols were pretty good. |
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