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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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Holier than thou (REL)
A variation on Websters improved US torpedoes, less explosive power but larger damage radius.
http://www.subsim.com/radioroom/down...o=file&id=4380 1. UStorp125 - same explosive power as stock, but with damage radius increased to 125%. 2. UStorp150 - same explosive power as stock, but with damage radius increased to 150% 3. UStorp125plus125 - Explosive power 125%, damage radius 125% 4. UStorp125plus150 - Explosive power 125%, damage radius 150% 5. UStorp135plus175 - Explosive power 135%, damage radius for a really really big hole. Use with caution, inside 1000 yards you can get damage to your own sub. Comparison shot with stock MARK 14 and the number 5 135plus175 mod; ![]() My preference is for 125plus125, equal to Webster's lowest V1 torpedo but with holes 125% bigger. Spreads out the damage more, but not to the point of sillyness. |
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#2 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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#3 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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No, the size of the hole is directly related to the damage radius. Doubling the radius results in really ridiculous damage, peeling the entire skin off half the length of a battleship, sometimes on both sides. In real life blast radius is proportional to explosive strength, in the game for some reason they made it a separate program. Shipboard explosions can cause damage over a large area or be contained in a small area, it depends on the strength of the material it's exploding inside. Blast overpressure in real life is maximum at the center of the explosion, and decreases further from the center. So a torpedo hit in (for example) the forward engine room of a DE will destroy the compartment and the engine, cause major damage to the after engine room and after boiler room, and minor damage to the forward boiler room which is further away. Underwater explosions in real life are vented upwards (into air, line of least resistance) but the game doesn't model that so if you're passing underneath an exploding ship and within the blast radius you'll get an effect proportional to the distance from the center of the blast. At 150% you could get the usual periscopes and deck gun damage if you're within 500 yards when the fish hits, at 175% and 135% power the damage doesn't peter out completely until further out.
Stock SH4 numbers for the MK 14; Min EF - 180 Max EF- 350 So the blast itself is a variable, at dead center it can take off anywhere from 180 to 350 hit points. As you move further from center the number of hit points taken from the compartment diminishes. Min radius - 3.5 Max radius - 8.0 The explosion takes maximum hit points from the center to the min radius, so anywhere within 3.5 meters of center the number will be the same as at center, then be reduced until the max radius of 8 meters - at 8.1 meters from center no damage. Increase to 175% then blast will cause damage out to 14 meters, which is about 46 feet. In itself that won't bother a sub 1000 yards away at periscope depth, but a 46 foot blast radius involves a lot more compartments and can set off some spectacular secondary explosions which WILL go out beyond 1000 yards. It's actually possible and sometimes happens in the stock game that you take damage from a target blowing up if you're too close to it, but the larger the initial damage the more likely it becomes. Up to the 125-150 you can close to within 500 yards before shooting a battleship, cruiser, or ammo ship and be safe 9 times out of 10, but at 135-175 it's best to stay back at least 1000 yards simply because the big bang is more likely. |
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#4 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
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What you say is true and I can attest to that. I set up a mission in the mission editor for weapons testing placing several ships in close proximity. A merchant carrying ammo exploding can cause neighboring vessels to be caught in the blast and so be destroyed themselves.
It's kind of fun, it's like watch a long line of dominoes fall. ![]()
__________________
USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#5 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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It's a weird chain reaction, it somehow makes the radius of the secondaries increase by the same multiplier. Got a small secondary that throws debris which falls 100 to 200 yards away from the target, doubled torpedo blast radius makes the same secondary bigger so the fallout splashes down 500 yards away. And the debris itself is like a bomb falling so it explodes when it hits the water or a nearby ship or boat, setting off yet another chain reaction. While experimenting with the fire damage mod I once blew up an 8 ship convoy plus two of the three escorts by going crazy with the blast radius. Chain reaction was spectacular. Fun at parties but not much use when you're trying to be realistic.
![]() Last edited by Sniper297; 03-22-14 at 12:09 PM. |
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#6 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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Some shots of the 125-150 mod;
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#7 |
Canadian Wolf
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Nice : ) Some serious damage there : o
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#8 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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Of course you still have to actually hit the target.
![]() Either the formation changed course or I aimed wrong because I sunk a Furutaka cruiser and a lifeboat, missed both BBs and all the ones in column behind them. Had a cool effect tho, busted up the square dance and turned it into a rugby scrum with ships running every which way and into each other. For the next hour I was running around shooting BBs in all directions while half a dozen escorts were on the other side of the panicked mob trying to get to me without getting run over. When one finally did he was too close to an exploding BB; ![]() ![]() and was unable to complete his depth charge run due to being sunk by the fallout. ![]() Expended all 22 fish but did manage to sink all five BBs and a couple heavy cruisers that got in the way of fish aimed at assorted BBs, including one FUSO that obstinately kept dodging around so that 4 out of six shots fired at him were near misses. |
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