View Single Post
Old 03-29-06, 09:34 PM   #2
Nedlam
Ensign
 
Join Date: Oct 2005
Posts: 222
Downloads: 48
Uploads: 0
Default Re: Things i would like to fix (but not sure how).

Quote:
Originally Posted by Ducimus
6.) Laugh if you want, but i want depth charges that wont magically disappear at 300 meters. For those of you running below 300 meters, i hope you realize that unless its a hedge hog which doesnt poof, your absolutely untouchable. To me something tantamount to god mode just kills the thrill of the game.
Someone correct me if I'm wrong but most depth charges didn't go very deep. I found a few listed on the net. Here are the specs:

Nomenclature: Mark 6 (depth fuze) and Mark 8 (magnetic influence) "Ashcan"
Weight: 345 pounds
Charge: 300 pounds of TNT
Sinking Speed: 8 - 12 feet/second.
Depth: 30 - 300 feet (91 meters)

Nomenclature: Mark 7 (depth fuze) "Ashcan"
Weight: 645 pounds
Charge: 600 pounds of TNT
Sinking Speed: 8 - 12 feet/second.
Depth: 30 - 300 feet (91 meters)

Mark 9 (depth fuze) and Mark 14 (magnetic influence) "Fast sinkers": These were the later type of depth charges and had an aerodynamic shape, and a lead-weighted nose to increase their sink rate.
Weight: Approximately 450 pounds
Charge: 200 pounds of Torpex or HBX
Sinking Speed: 14.5 - 22.7 feet/second.
Depth: 30 - 1000 feet. (304 meters) The Mark 14 could explode at any depth.

Found this in Wikipedia:

"When a depth charge explodes it can take 15 minutes before the disturbance can settle down enough that sonar becomes effective. Many a submarine escaped during that time after an unsuccessful depth charge attack."

Is that true?
__________________
You can never put too much water on a nuclear reactor...
Nedlam is offline   Reply With Quote