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Old 04-24-12, 10:43 AM   #3320
Olamagato
Torpedoman
 
Join Date: Nov 2010
Location: Zielona Góra, Poland
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I tested the last few patrols with an extremely large extension of time to repair equipment (val1 = 300.0). Ship after hitting two bombs had almost all the devices can either damaged or not working. Hull strength dropped by half, but the ship managed to always be saved (seabed repairs on), and all devices possible to fix repaired about 2.5-3 days by my veteran crew (6 x repair). It turned out that the actual repair time may be much lower than the expected amount of time repair. This is because some equipment is repaired at the same time simultaneously, as well as the equipment is repaired where there is no damage control team (by the crew in compartments).

@rudewarrior
Your idea to instead exclude the possibility of a defective torpedo hits (-25m) to reduce the chance of hitting (-2..-4 m) is imo wrong. This is because h.sie made available the ability to determine the probability of defective torpedoes (hsie.ini). Faulty torpedo can never hit the target but you suggest that a defective torpedo hit may succeed. In addition, to quantify the chance to hit becomes impossible. Then one makes a second draw.

Perhaps better would be set to 0 m, to take effect the original game detonation mechanism of defective torpedoes because exactly what has happened with defective torpedoes - floated on the surface or shallow. And then exploded.

@Wolfstriked
German torpedoes were pushed out of the tube by means of the piston. It was driven by compressed air, but from a different circuit than the one used to fill the ballast tanks. The air is returned back into circulation (it was not removed from the ship).
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