![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Watch Officer
![]() Join Date: May 2007
Location: Buenos Aires
Posts: 342
Downloads: 2
Uploads: 0
|
![]()
have you tried mk27 torpedoes? they are equipped with a passive sonar device that allows them to home on everything which makes noise, even you!
though they are quite slow compared to other torpedoes, they are so easy to use on closing dds (or other targets) that it somehow ruins the experience of manual targeting. when a dd is closing on you, all you have to do is remain completely straight to the dd bearing, and fire away the little bugger. even when the mk27 turning ratio is quite low, unless you try to make them to turn on a dime, it will hit the target for sure. dds are stunningly stupid too, they SHOULD hear through their passive sonar that a torpedo is closing in, but they do nothing to prevent that. ![]() ![]() mk27s did exist late in the war, so is not an unrealistic option. But, as realistic as they might be, I prefet not to play with them. |
![]() |
![]() |
![]() |
#2 |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
Downloads: 5
Uploads: 0
|
![]()
I dont see how they are "ruining" your game experience. As you said no one forces you to use them.
Also a DD steaming at flank cant hear a damn thing plus they cant exactly turn on a dime either. |
![]() |
![]() |
![]() |
#3 |
Watch Officer
![]() Join Date: May 2007
Location: Buenos Aires
Posts: 342
Downloads: 2
Uploads: 0
|
![]()
The dds I mentioned were not coming flank speed, but around 10knots or so (I suppose they saw something, like my periscope, and came to investigate a bit). What is the speed threshold where they can or can´t hear a "damn thing"?
I know its my choice not to play with them, never said is was obligatory to do either. What Im saying is that it seems mk27 have no dud parameters at all, I sank 2 dds and rendered useless another one in a row with little or no effort. |
![]() |
![]() |
![]() |
#4 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
|
![]()
The hardcore torpedo mod might change their failure rate. You mightn want to look at it. Go to the end of the thread, jace added a new version that fixes a problem with the original.
|
![]() |
![]() |
![]() |
#5 | |
Lucky Jack
![]() |
![]()
Towards the end of the war failure rate was reduced quite a bit.
Quote:
__________________
“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
|
![]() |
![]() |
![]() |
#6 | |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
Downloads: 5
Uploads: 0
|
![]() Quote:
Maybe its true but my game bitches at me if I try to adjust the settings on a tube below periscope depth "To deep to launch torpedos sir !". Duh... I just want you to adjust the speed not launch the damn thing. |
|
![]() |
![]() |
![]() |
#7 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
|
![]()
Yeah, the too deep nonsense is bad. Early war a problem was that many skippers followed prewar doctrine and made sonar attacks from deep. Not only could US subs fire from deep, that was their doctrine until they realized it didn't work.
|
![]() |
![]() |
![]() |
#8 | ||
Lucky Jack
![]() |
![]() Quote:
__________________
“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
||
![]() |
![]() |
![]() |
#9 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#10 | |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
Downloads: 5
Uploads: 0
|
![]() Quote:
27's were a bit more reliable than the 14's ![]() |
|
![]() |
![]() |
![]() |
|
|