Quote:
Originally Posted by Zero Niner
... too frustrating for players in general.
|
I tried the NSM realistic torpedo mod once. Fired 4 torps in that training at a Mogami, tried it multiple times (restart mission). I would be lucky to get 1 in 4 to actually explode on contact, duds far outnumbered detonations. Indeed, far to frustrating for a player in general.
Just to add a bit; Besides detonating premature, the magnetic trigger was just as likely to not fire at all. Admiral Lockwood ordered the Mark VI magnetic influence exploder to be deactivated in July '43, AFAIK an actual fix was never made. So stick with the contact pistol for the Mark 14.
Faulty depth keeping was fixed by August '42
Glancing shots (less then 90deg on target) were advised to reduce the forces exerted on the firing mechanism, cutting duds in half.
"Lightweight aluminum alloy (from propellersof downed Pearl Harbor attackers) was machined to take the place of the Mark VI's heavy pin block so inertial forces would be lower. Electrical switches, developed by Johnson,were tried as well. Both fixes worked and were relatively easy to implement. In September 1943, the first torpedoes with new contact pistols were sent to war."
Another problem of the Mark 14 was that it could run circular, striking the sub that fired it. USS Tullibee was sank in this manner for certain, but there are very likely more occasions where this happened.
Like Zero Niner pointed out, I'm uncertain to what degree (if at all) all this is modeled in game.
Class dismissed.