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Old 03-26-23, 11:56 AM   #29
Nilus11
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Join Date: Oct 2018
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Quote:
Originally Posted by KaleunMarco View Post
there is a "gameplay" option to negate the "dud" torpedoes but i do not think that the option negates the bad gyros, or the running deep, or the circle runners.

to cure all of the issues, you would need a small mod made for TMO_BH that specifically modifies all of the torpedo defects.

it has been done.
Oh I know how to modify all the torpedo defects in Torpedoes_US.sim, I was just wondering if there was a way to mitigate them in game instead of modifying the files. I took a peek in there and found that the premature detonation/depth keeping problems are mostly solved by mid-1943, leaving the faulty contact detonators as the main problem until late 1943. So I'll just suck it up till then, like the actual skippers had to do. That's when you know you've got a real good simulation: not only are the highs represented, but the lows too! After effortlessly sinking hundreds of thousands of tons in vanilla, getting even five digit ton patrols in this mod is far more rewarding.
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