View Single Post
Old 06-24-07, 10:50 AM   #979
Palidian
Gunner
 
Join Date: May 2007
Posts: 98
Downloads: 6
Uploads: 0
Default

When I played the stock game, 1.2 I nave had the magnetic/impact, or the speed change back unless I restarted the game, or loaded a new torp. I was standard procedure to start the game, and flip all the switched. I am using the latest mod, 1.28, torps should be armed by 300 yards, 500 yards should be a good range. What is the arm range in the mod? I may of worded it wrong, I got a lot of misses from the torps, I was within 500 yards with the deck gun when I was firing. The deck gun seems very week, in the mod. Torp damage seem ok aside from the DD I hit 5 times with mark 14s then 150 deck gun rounds. 200+ 4” rounds to sink a small transport, seems like a lot, and DDs should not stay afloat after 2 torps hits. This makes me think that the DD damage model is bad, and the deck gun damage output is bad, I have only hit one DD however, 5 hits could have been a fluke, but there still is the issue that it was dead in the water after one hit, and after two hits I surfaced and it never shot back. After my test with the S boat, maybe the mod counts mk10s in a Sboat as mk10, but since the mk10s were reserved for them your not really loading mk10s in other boats.


Quote:
Originally Posted by tedhealy
Quote:
Originally Posted by Palidian
Yes a Gato can stay down for 48 hrs, even longer, but not at a speed of 4 knots, that time is about 14 hrs.
Check out the realistic battery mod, perhaps it is closer, otherwise Beery would have to look into this.

Quote:
The switch does not switch back in my game, during play, unless you load a save, only after I installed the mod, and you will hear them click back.
Still not sure exactly what you are saying. With the stock game, when you switch from magnetic to contact detonator, within about 30 seconds the switch will click back to magnetic. RFB did not introduce this, it was in the stock game with a loaded save or not.

Quote:

Yes torps did have gyro malfunctions however not at the rate, with this mod, as I said 500 yards at a stationary target, I only got about a 40% hit rate. Of that most were duds, this is accurate with magnetic detonators. The USS Tang was sunk by one of its own torps, it was the only ship to my knowlege.
Are you using the latest RFB? This issue was reduced slightly in a recent update. I have not experienced a hit rate that low at 500 yards. Perhaps you are under 500 yards and the torpedoes aren't allowed enough time to arm?

I see the fish that veer off very rarely, my biggest failures are prematures and mk14's hitting at 90 degrees for a contact pin failure.

Quote:

I was personally firing the deck gun and never missed.
Still not sure where you are going. You mentioned that you fired the deck gun and got lots of misses earlier.

Quote:
while waiting for reloading, I fired the deck gun.
I got 5 hits, a lot of misses, odd since I was within 500 yards and it was not moving.
Are you saying you don't like the deck gun? The AI gun crew isn't accurate enough? The shell power isn't strong enough?

Quote:
I set the depth at the minimum allowed, I have hindsight, knowing that the warhead was heaver then the test warhead, and the nose tended to run low causing the torpedo to run 7 to 11 feet deeper. This was not an issue with the Mark 10 IRL, however the mod gives them poor firing pins, and they run deep. In the normal game they are good torpedoes, however there too common.
Again, RFB is using the realistic torpedo mod and I'm pretty sure that mod does not adjust mark 10 torpedoes. Hopefully someone can answer that 100%.
Palidian is offline   Reply With Quote