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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
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Shouldn't there be issues with the contact exploder in early mk14s when striking the target at angles close to 90 degrees at high speed? I fired six last night under these conditions and all detonated perfectly.
Of course, if the contact and influence switch positions truly are reversed, then I suppose I fired them under the influence setting, in which case there may be a bug (or exploit) that removes the contact angle penalty when torps are fired under the influence setting. |
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#2 |
Rear Admiral
![]() Join Date: Mar 2005
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two things.
Do you have "duds" checked in the difficulty settings ? The pistol setting has a nasty tendacy to reset itself when your not looking. Personally Ive had about 1 in 10 torps go "doink". What I see more often actually is the gyro go wacko and the torp rips off to starbord at about a 30 degree angle |
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#3 |
Admiral
![]() Join Date: Sep 2001
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There should be an issue with the firing pin being too light. I've had a few duds with contact warheads but not nearly enough (that goes for all the various torpedo problems.
So far I've seen mags failing to detonate, ciruclar runner, duds, premature detonations and, i think but I'm not sure, depth keeping problems too which is a surprisingly complete list of faults. I have not seen gyro problems yet, either. |
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#4 |
Captain
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Yes, I've got dud rates checked, playing on realistic setting ( I meant to post that, I knew it would be the first thing asked!), and I double check my pistol setting before launch.
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#5 | |
Captain
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#6 |
Captain
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I've noticed this too. Dud rate is way, way to low.
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#7 | |
Rear Admiral
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#8 |
Lucky Jack
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I have had less than a handful of duds and prematures. Should be more in the early war.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#9 |
Commodore
![]() Join Date: Jul 2006
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hm strange. for me every second torpedo is mallfunctional. Its not always a dud, mostly i have premature detonation.
When i fire 6 at a big target such a carrier. I can only rely on about 2 to actualy reach it. |
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#10 | |
Rear Admiral
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#11 |
Navy Seal
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2 should be enough since I have had every CV roll over with 2 hits.
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#12 |
Samurai Navy
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Me, I have a load of perfectly fine torpedoes followed by a load of nothing but duds. I never get an even distribution. Last night I fired 8 torpedoes in close; the result: 8 hits, 8 detonations. A couple of nights before I fired 10 torpedoes in similar circumstances; the result: 1 detonation, 3 premature detonations, the rest unknown. Being based out of Pearl and launching in the western Pacific (with the loss of the torpedo tracking on the attack map) I can't tell if the remaining 6 were misses, deep runners, circular runners that missed me also, or bouncers.
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#13 | |
Rear Admiral
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#14 | |
Captain
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#15 |
Sea Lord
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I really hope the modders are able to tweak torpedo failures. Ubi will never set the failure rates to be historical for gameplay reasons.
PD |
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