Thread: Torpedo damage
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Old 01-20-19, 11:56 PM   #16
Sniper297
The Old Man
 
Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
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Excerpt from "SINK 'EM ALL" by Charles Lockwood :

..."sighted a cruiser and destroyer, but the cruiser disappeared behind an island. BLUEGILL then then began an approach on the destroyer, but suddenly the cruiser reappeared, making high speed. It was a snap shot, for Barr only had time to make a quick set up, swing to the firing course, and fire six torpedoes."

Went on to say three hits out of six fish, and sunk the cruiser. If "snap shot" is okay with Admiral Lockwood (COMSUBPAC) who are we to argue?

As for the original question, my guess is the programmers used the early war specs for the torpedoes - 400 pounds of TNT at the beginning. After most of the Ralph Christie screwups were fixed (that bozo should have been court martialed) the warheads in the Mark 14 were 643 pounds of torpex, which had 150% of the bang of TNT. So a 643 pound torpex warhead equals about 965 pounds of TNT in blastology, more than twice the bang of the original they started the war with. So finding a mod with double the damage is a good start, I made one that's adjustable according to taste;

http://www.subsim.com/radioroom/down...o=file&id=4380

There are five optional mods, number 3 is 125 + 125 - increases the power and damage radius, which increases the hit point loss and spreads the damaged area for bigger holes. That one feels about right to me, although for the crazies there are two more powerful mods that - well, that they get a bang out of.
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