06-26-11, 06:46 PM
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#8
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Silent Hunter 
Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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Quote:
Originally Posted by ddiplock
That's it, I've had it tinkering with the torpedo depth settings. Its mid 1943, and even for a ship that has a draft of say 21 feet, even when I set the torpedo to impact detonation, to run at say 14/15 feet.....it still seems too deep when it impacts.
They always seem to impact right on the point of the hull where it rounds to form the bottom. Hence, it bounces off as a dud rather than impacting and exploding!! 
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The torps don't dud because of hitting the bottom of the hull, but because the Mk 6 exploder elements were damaged by the violent impact. If you can get them to hit at a sharper angle and/ or lower speed you should have a better chance. You could also go back to magnetic influence detonation (which has problems of it's own). As far as the proper angle is concerned, you would most likely need to go from 90 deg. to 45 deg or so to greatly change to impact forces.
All of this assumes that the torpedos are more or less properly modeled.
Quote:
Gaming hindsight is a wonderful thing. The problem was that until Admiral Lockwood conducted his tests in 1943 they didn't know the torpedoes were running deep, and after that the problem was fixed. If you're adjusting for that in 1942 you're cheating, plain and simple.
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In a sense you are right, but then not "cheating" might well mean whole patrols without sinking a single ship. Who wants to carefully set up attacks, firing one after another without being able to sink a single target? Also, I would say that there were strong suspicions about the torpedos beforehand; otherwise there would not have been any tests (by Lockwood).
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