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Old 06-04-07, 10:29 AM   #1
kv29
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Default mk27 slightly destroying gameplay experience...

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.
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Old 06-04-07, 10:36 AM   #2
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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.
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Old 06-04-07, 10:58 AM   #3
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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.
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Old 06-04-07, 11:01 AM   #4
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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.
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Old 06-04-07, 11:11 AM   #5
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Towards the end of the war failure rate was reduced quite a bit.

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Around noon, another frigate appeared, apparently a reinforcement which had been called in. Continuing her aggressive action, Torsk fired a Mark 28 torpedo at the frigate which had already detected the submarine's presence. Commander Lewellen then initiated deep submergence procedures and ordered the crew to rig for silent running. After a tense five minutes, she reached 400 feet and there she launched another torpedo, this time the new acoustic Mark 27. Almost immediately, a loud explosion announced that the first torpedo had found its mark, and a minute later a second explosion sounded, followed by strong breaking up noises. The secret new torpedoes had proven their worth in battle and Torsk was credited, not only with two enemy warships, but also with sinking the last Japanese warship sunk in World War II.
These homing torps were just point and shoot. Generally they would work up a solution with the TDC as if it was a regular torp. If solution was bad the homing device would handle the rest. I do not see a bad game experience with these torpedoes.
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Old 06-04-07, 11:27 AM   #6
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she reached 400 feet and there she launched another torpedo,.
Woah... uhh what ? Fired a torpedo at 400 feet ?

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.
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Old 06-04-07, 11:31 AM   #7
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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.
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Old 06-04-07, 12:19 PM   #8
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Quote:
Originally Posted by SteamWake
Quote:
she reached 400 feet and there she launched another torpedo,.
Woah... uhh what ? Fired a torpedo at 400 feet ?

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.
USS Torsk was a Tench class. Commissioned in 1944. I blinked an eye when I saw 400 feet also. I will dig into this further. As far as 400 foot depth, no problem in the Tench. Sending out a torpedo at this depth:hmm:. Might be a problem.
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Old 06-04-07, 08:00 PM   #9
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Quote:
Originally Posted by SteamWake
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.
The NSS_ CFG files (in /data/submarine) allow you to adjust the maximum depth at which torpedoes can be launched. The line you're looking for is TorpLaunchMaxDepth.
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Old 06-04-07, 11:03 AM   #10
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Quote:
Originally Posted by kv29
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.
I have no idea what the "threshold" is a modder could probably tell you. 10 knots is a pretty good clip though.

27's were a bit more reliable than the 14's
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