Quote:
Originally Posted by AVGWarhawk
Tater has a point, and wonder if this can be modded in. The skippers were ordered to use the magnetic exploders. Perhaps a mod that will only allow magnetic to be used until the date that Lockwood said to stop using them and use impact.
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the mod would have to force you to set the torps to run deep, as the "contact influence" setting allows for detonation upon contact and not just magnetic influence. As it is, the only thing the switch in the game does is disable the magnetic exploder (IF the switch actually works, which seems to be debatable). So even if the switch is disabled in a mod or doesn't work to begin with, you can still run the torps into the target as opposed to under it to avoid some of the problems with the magnetic exploder. The real life exploder had a contact trigger as well (IIRC), so it would be unrealistic to disable this in game, but it would force you to aim for magnetic shots if you could do this.
The problems of the Mk14 were solved in this order:
1) running deeper than set
2) magnetic exploder either not working at all or causing premature detonation
3) contact exploder not working when hitting the targets in the 90-degree range because of a weak firing pin.
So the mod you suggest would need to have, essentially, four different versions of the Mk14:
1) an early war model where the contact exploder is either completely disabled or strongly gimped to either force or encourage you to aim under the hull, along with a random depth error between 10 and 25 feet and a magnetic exploder with X% failure rate
2)a mid-early war torp that runs at the correct depth but with the same exploder problems.
3) a mid war torp with the magnetic exploder completely disabled but with the contact exploder working the exact opposite of the one in SH3: you will recall that in SH3, the exploder was only reliable withing X degrees of 90 and that oblique shots would often fail to explode. Simply flip that over, and you have the Mk14 contact exploder.
4) a mid-late war torp with no problems, but still with a Y% failure rate (as nothing was ever really perfect).
I don't know how easy this would be to mod. The best case scenario is that you can create separate torpedos with varrying levels of supply, to simulate the availability of "fixed" torpedos. But if that's too hard then you can probably just have a mod that tweaks the torp performance at various dates but I don't know if you can actually mod how the exploder works.