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Old 04-19-07, 09:19 AM   #1
Galanti
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Default Early Mk14 Dud Rate

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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Old 04-19-07, 09:29 AM   #2
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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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Old 04-19-07, 09:33 AM   #3
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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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Old 04-19-07, 09:34 AM   #4
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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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Old 04-19-07, 09:36 AM   #5
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Quote:
Originally Posted by Egan
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.
Actually, I've seen them all too, except the duds.
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Old 04-19-07, 09:36 AM   #6
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I've noticed this too. Dud rate is way, way to low.
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Old 04-19-07, 09:37 AM   #7
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Quote:
Originally Posted by Egan
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 ....., ciruclar runner, ...... I have not seen gyro problems yet, either.
Same thing, failed gyro causes the circular runner.
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Old 04-19-07, 09:41 AM   #8
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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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Old 04-19-07, 09:59 AM   #9
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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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Old 04-19-07, 10:24 AM   #10
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Quote:
Originally Posted by WernerSobe
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.
Hrm since the carrier is usually in the middle of a large task force perhaps there being "intercepted" ?
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Old 04-19-07, 10:32 AM   #11
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2 should be enough since I have had every CV roll over with 2 hits.
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Old 04-19-07, 12:28 PM   #12
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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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Old 04-19-07, 01:15 PM   #13
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Quote:
Originally Posted by Quillan
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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Old 04-19-07, 01:15 PM   #14
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Quote:
Originally Posted by Quillan
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.
Actually, now that that I think of it, that's my experience as well. Although no duds, I will see loads of prematures, deep runners and god-knows-what-else on one patrol, and then the next patrol I've got the Mk.14 Platinum Editions aboard.
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Old 04-19-07, 02:03 PM   #15
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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.

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