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Old 04-23-07, 10:04 PM   #1
CCIP
Navy Seal
 
Join Date: Apr 2005
Location: Waterloo, Canada
Posts: 8,700
Downloads: 29
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Default [WIP] Dud Torpedoes Hardcore - testers needed

For realism junkies and competent testers only, at the moment.

You know the drill, be sure to make a backup of your original Torpedoes_US.sim in data/Library

http://files.filefront.com/Torpedoes_USsim/;7349009;/fileinfo.html

What this mod intends to do is bring out the abysmal torpedo performance of early-war torpedoes. The torpedoes will mostly normalize by June 1943 and work as they should. I've consulted various sources for research on the types of failure, though it's by no means comprehensive as yet.


I've spent the day working with and testing various torpedo settings, mostly by the way of the faulty Mk 14. I have run about 200 torpedo tests at various settings, and have established a failure of approximately 4-5 per every 10 fired against a large static target from a perfect angle, varying depending on weather conditions, target aspect, and a few other aspect. This means that failures 'in action' where conditions are unpredictable will probably be more frequent.

WHAT I NEED is some good-willing guinea pigs :p I've done 'lab' testing of the Mk 14s; now I'd like people to play with them and report.
Warning: it will be frustrating. That's why I suggest that only hardcore realism junkies try this.

Will gladly take any suggestions or tweaks you make. Naturally, I don't own the idea so you can release your own variation of dud torpedo mod. I'm doing this mostly for the benefit of research, esp. for future RFB releases.

I want the best, most unforgivingly realistic results. Numerical accuracy (that is, technical data from real torpedoes) isn't a priority, however - what counts is the net results. We need to see a torpedo failure rate of 30% at the absolute best in early campaign, and much higher on average.

Be advised that some things don't work as they should and have to be compensated. For some strange reason, I can't find magnetic dud chance for the Mk14. That means that to compensate, I had to increase premature detonation chances a little and make the depth errors more pronounced. The magnetic influence trigger unfortunately still works too well when used at shallow depth as an impact trigger.

WHAT I DID
On the whole, I have seriously botched up the Mk 14s. They have relatively high chances of premature detonation (faulty influence trigger), dud (impact trigger jamming on impact, especially at right angles), and depth error chances with an average of about 10-11 feet. As I said, between these factors, I saw a failure rate of about 4-5/10 torpedoes fired in 'canned' tests against big static targets, with magnetics fired under the ship's keel performing most abysmally. This seems to be reflective of what I had been reading up on.

Mk 10s have been made slightly less reliable than originally, but much more reliable than Mk 14s. They still have a fairly pronounced depth error tendency, but will overall suffer much fewer failures if used for impact.

Post mid-1943, these failures go away. However, even for the 'fixed' older torpedoes and new torpedo types, I adjusted values somewhat to reflect a more realistic risk of failure. The Mk 27 Cutie is far less efficient now. There were some small increases in dud/premature chances and small depth errors.

I also reduced the chance of circle runners from 0.5% to 0.3%, mostly reflecting the reports I've heard from people - still never seen one in game, but my sense is that this value should be a little more adequate. At the same time, I've added a 2-5% of non-circular gyro failures to most torpedo types, so every once in a while you will see a torpedo go off course.

So, try it? Remember, this is not a final mod but a work in progress. I don't suggest using this unless you are an advanced SHIV user - it's a work in progress and isn't guaranteed to work as it's supposed to just yet.
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Last edited by CCIP; 04-26-07 at 09:21 AM.
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