SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 09-02-13, 01:02 PM   #1
c13Garrison
Ensign
 
Join Date: Jul 2013
Location: Chicago-ish, USA
Posts: 223
Downloads: 14
Uploads: 0
Default mk 23's

Shouldn't mk23 torps be just as defective as mk14's? They sound like the exact same animal just with no longer range setting. Once you've had one awful experience with 14s its too easy to avoid them, both 10s & later 23s cost no renown.
c13Garrison is offline   Reply With Quote
Old 09-02-13, 01:53 PM   #2
chris455
A-ganger
 
Join Date: Jul 2007
Posts: 71
Downloads: 97
Uploads: 0
Default

Mark XXIII had the same Mk VI exploder as the Mk XIV. Same depth engine, same gyro gear. Difference was purely in the propulsion area, no low speed/long range setting in the XXIII.
They suffer from all other defects endemic to the XIV.

The reason that XXIIIs cost no renown later is probably because the high speed/ short range setting becomes increasingly less attractive as Japanese anti-submarine capabilities get better as the war progresses, necessitating attacks from greater range.
chris455 is offline   Reply With Quote
Old 09-02-13, 02:09 PM   #3
c13Garrison
Ensign
 
Join Date: Jul 2013
Location: Chicago-ish, USA
Posts: 223
Downloads: 14
Uploads: 0
Default

Well the mk 23s modelled in the game have near zero defects, so that certainly isn't accurate then. A true need is to build on Bubb's 14 work and Joe's 28 work to come up with a single comprehensive torpedo update, that both tweaks them to realism & makes it difficult to avoid the mk 14, by making the 14 the only torp that costs zero renown.
c13Garrison is offline   Reply With Quote
Old 09-02-13, 03:44 PM   #4
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,109
Downloads: 605
Uploads: 44


Default

Actually my understanding was that Mark 23 did not enter service until late 43(game allows you to get them too early) after the torpedo bugs were worked out so none went to sea with the magnetic detonator they had the improved firing pin so duds were not a factor.In my mod they do have same chance of running deep throughout the war as do Mark 14's although the constant, major depth problems are solved as they were in real life in late 42.
Bubblehead1980 is offline   Reply With Quote
Old 09-03-13, 11:28 AM   #5
Rockin Robbins
Navy Seal
 
Join Date: Mar 2007
Location: DeLand, FL
Posts: 8,900
Downloads: 135
Uploads: 52


Default

Quote:
Originally Posted by Bubblehead1980 View Post
Actually my understanding was that Mark 23 did not enter service until late 43(game allows you to get them too early) after the torpedo bugs were worked out so none went to sea with the magnetic detonator they had the improved firing pin so duds were not a factor.In my mod they do have same chance of running deep throughout the war as do Mark 14's although the constant, major depth problems are solved as they were in real life in late 42.
Yes, that's entirely correct. To make it even weirder, most of the mark 23's were back-converted to Mark 14s because skippers wanted that slow speed for long shots. No wonder the couldn't hit anything! The slower your torpedo the longer your target has to do something purposeful or accidentally to ruin your shot. Not only that but inaccuracies in your setup are much more meaningful at slow speed.

Heck, if you can't get within range of a high speed Mark 14, it's not even worth it to take the shot unless it's a very high priority target and you just figure a 10% chance of success is as good as you'll ever see.
Rockin Robbins is offline   Reply With Quote
Old 09-03-13, 11:51 AM   #6
Admiral Halsey
Best Admiral in the USN
 
Admiral Halsey's Avatar
 
Join Date: Apr 2013
Location: USS Enterprise (CV-6)
Posts: 1,740
Downloads: 317
Uploads: 0


Default

Quote:
Originally Posted by Rockin Robbins View Post
Yes, that's entirely correct. To make it even weirder, most of the mark 23's were back-converted to Mark 14s because skippers wanted that slow speed for long shots. No wonder the couldn't hit anything! The slower your torpedo the longer your target has to do something purposeful or accidentally to ruin your shot. Not only that but inaccuracies in your setup are much more meaningful at slow speed.

Heck, if you can't get within range of a high speed Mark 14, it's not even worth it to take the shot unless it's a very high priority target and you just figure a 10% chance of success is as good as you'll ever see.
Funny thing is that in RL those long shots could and did hit.
Admiral Halsey is offline   Reply With Quote
Old 09-03-13, 11:14 PM   #7
TorpX
Silent Hunter
 
Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
Default

Quote:
Originally Posted by Rockin Robbins View Post
To make it even weirder, most of the mark 23's were back-converted to Mark 14s because skippers wanted that slow speed for long shots.
I've wondered about this. As you say, the odds of getting a hit beyond 4,500 yds. would seem to be much reduced. Were IJN ASW efforts that much better? Or maybe sub skippers just wanted to keep their options open, and have the longer range, just in case.
TorpX is offline   Reply With Quote
Old 09-02-13, 06:22 PM   #8
c13Garrison
Ensign
 
Join Date: Jul 2013
Location: Chicago-ish, USA
Posts: 223
Downloads: 14
Uploads: 0
Default

Ah, well as long as the 23's only work on the contact pin, I guess they're ok as is then.
c13Garrison is offline   Reply With Quote
Old 09-03-13, 10:15 AM   #9
joefremont
Loader
 
Join Date: Apr 2013
Location: Near San Francisco
Posts: 82
Downloads: 47
Uploads: 0
Default

On doing research for my mod I checked the games configured files and discovered the only difference between the mk14 and mk23 was the lack of the slow speed on the 23 and that the mk14 had a less powerfull warhead than other standard US and German torpedoes. I think that was to reflect the early war TNT warhead.
joefremont is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 08:46 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.