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Old 07-29-17, 05:22 PM   #2
The Bandit
Sonar Guy
 
Join Date: Sep 2002
Location: Canada
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Quote:
Originally Posted by Capt Jack Harkness View Post
So I noticed in one of the recent beta patches it looks like the Mk 37 model was changed a bit then I looked up some images and found that there are apparently short and long Mk 37s and the short version is what is in game.





Then I read the Wiki and it says that the Mod 1 is longer, heavier and slower than the Mod 0 but has wire guidance (no data on how much slower). Then in 1967 they started converting the Mod 0 into Mod 3 and the Mod 1 into Mod 2, which was a seeker change that improved acquisition from 700 to 1000 yards. This makes the Mod 3 the short torpedo with a better seeker and the Mod 2 the longer, wire-guided torpedo with a better seeker.

Anyway, given that the game files specify a 950 yard sensor range, it seems that visually we have the Mod 3 short body but wire guidance suggests it should be a Mod 2...

Obviously all the above is nitpicking tiny details that are not that big a deal in the grand scheme of things but I thought I'd point it out for accuracy's sake.
https://maritime.org/doc/jolie/part2.htm
has a good run-down on both Mk 37 variants although when this was written many specs were still classified.

Mod 2 is basically what's in game, although the process to upgrade from Mod 1 was ongoing. Same with 0/3. I've made all four variants in OAS but I've had to take off the 1s and 0s in many cases because typically the game won't run if you have too many weapons assigned to a platform (somewhere in the neighborhood of 7-8) and these were the most superfluous.

https://maritime.org/doc/torpedomk37/index.htm
good document on the Mk 37C, while a lot of stuff for this weapon is a bit after 68, it makes a lot of references to legacy Mk37 capabilities.

https://maritime.org/doc/oberon/weapons/part3.htm
https://maritime.org/doc/torpedo-qual-mk37/index.htm

A lot of good stuff in these two as well.
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