SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 12-05-07, 12:15 PM   #1
Userwank
Swabbie
 
Join Date: Dec 2006
Posts: 9
Downloads: 106
Uploads: 0
Default Going around in circles

I,ve just had a ship full of dud and circle running mk14 torpedoes, its bad enough them not working with out them wanting to come back home
Userwank is offline   Reply With Quote
Old 12-05-07, 12:20 PM   #2
u48
Mate
 
Join Date: Dec 2003
Location: England
Posts: 52
Downloads: 1
Uploads: 0
Default

Tough Titty...............Thats what happens sometimes....I've had a few, but not a whole boat load
__________________
u48 is offline   Reply With Quote
Old 12-05-07, 12:42 PM   #3
rrmelend
Medic
 
Join Date: Oct 2007
Posts: 162
Downloads: 20
Uploads: 0
Default

I've actually only had a few that have circled around, but I have had one patrol where I had about 18 of 24 torps being dud's or prematures.
rrmelend is offline   Reply With Quote
Old 12-05-07, 02:04 PM   #4
AVGWarhawk
Lucky Jack
 
AVGWarhawk's Avatar
 
Join Date: Jun 2005
Location: In a 1954 Buick.
Posts: 28,261
Downloads: 90
Uploads: 0


Default

As much as I play this game, I have just seen my first circle runner last night. Early war the torpedoes sucked.
__________________
“You're painfully alive in a drugged and dying culture.”
― Richard Yates, Revolutionary Road
AVGWarhawk is offline   Reply With Quote
Old 12-05-07, 03:48 PM   #5
manucapo
Gunner
 
Join Date: Nov 2007
Posts: 100
Downloads: 34
Uploads: 0
Default

did this circle running happened in real life
just a small curiosity
manucapo is offline   Reply With Quote
Old 12-05-07, 04:04 PM   #6
mookiemookie
Navy Seal
 
mookiemookie's Avatar
 
Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
Default

Quote:
Originally Posted by manucapo
did this circle running happened in real life
just a small curiosity
http://en.wikipedia.org/wiki/USS_Tan...#Final_Mission
__________________
They don’t think it be like it is, but it do.

Want more U-boat Kaleun portraits for your SH3 Commander Profiles? Download the SH3 Commander Portrait Pack here.
mookiemookie is offline   Reply With Quote
Old 12-05-07, 05:15 PM   #7
JSF
Engineer
 
Join Date: Jul 2002
Posts: 208
Downloads: 3
Uploads: 0
Default

Actually, I've been killed twice with circular runs. I think it's kinda neet having that modeled in the game...Keep ya on your toes, so to speak.

First time I wasn't quite sure it had happened.....Second time I was looking at the attack map when I noticed the fish execute a nice turn to the left and I couldn't believe my eyes....Caught me completely by surprise and I watched as it hit the sail. Then pandemonium broke out among the crew.....MEDIC!!!!!! was funny....
JSF is offline   Reply With Quote
Old 12-05-07, 07:08 PM   #8
NEON DEON
Ace of the Deep
 
Join Date: Apr 2005
Location: Los Angeles, CA
Posts: 1,207
Downloads: 39
Uploads: 5
Default

I think you can reduce the circle runners if your torp firing solutions have little to no angle adjustments after leaving the tube. IE: A straight shot.

You should also be able to reduce the number of deep runners by confining your shots to between 500 and 800 yards. If they are mark 14, you should use slow speed (reduces chance firing pin will bend on impact) and always go for a straight shot. Shooting at short ranges such as these will also reduce the number of prematures due to the short run times to target. I never try for a magnetic shot and set torpedoes for impact and shallow (1/3 ships draft) dependending on sea state.
__________________
Diesel Boats Forever!
NEON DEON is offline   Reply With Quote
Old 12-05-07, 07:24 PM   #9
AVGWarhawk
Lucky Jack
 
AVGWarhawk's Avatar
 
Join Date: Jun 2005
Location: In a 1954 Buick.
Posts: 28,261
Downloads: 90
Uploads: 0


Default

The only thing that sucks with the circle runners.....you sonar man does not say a word.....the guy has a death wish or something
__________________
“You're painfully alive in a drugged and dying culture.”
― Richard Yates, Revolutionary Road
AVGWarhawk is offline   Reply With Quote
Old 12-05-07, 07:35 PM   #10
Powerthighs
Beach Leaf
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 287
Downloads: 11
Uploads: 0
Default

Quote:
If they are mark 14, you should use slow speed (reduces chance firing pin will bend on impact) and always go for a straight shot.
Is this actually modeled in the game, or is it just a fact from RL?
Powerthighs is offline   Reply With Quote
Old 12-05-07, 07:47 PM   #11
AVGWarhawk
Lucky Jack
 
AVGWarhawk's Avatar
 
Join Date: Jun 2005
Location: In a 1954 Buick.
Posts: 28,261
Downloads: 90
Uploads: 0


Default

Quote:
Originally Posted by Powerthighs
Quote:
If they are mark 14, you should use slow speed (reduces chance firing pin will bend on impact) and always go for a straight shot.
Is this actually modeled in the game, or is it just a fact from RL?
I do not believe this is modeled into the game. They modeled prematures, deep runners and circle runners. In RL the pin would be forced so hard at impact that the firing pin would bend and not set off the torpedo. Slow speed and aiming at an angle was their solution.
__________________
“You're painfully alive in a drugged and dying culture.”
― Richard Yates, Revolutionary Road
AVGWarhawk is offline   Reply With Quote
Old 12-05-07, 08:40 PM   #12
simonb1612
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default Circle runners

I had the most ironic circle runner the other day, it was a dud! what is more the sonar man called it as such after it bounced of the conning tower. No sigh of relief, or anything. I was chuckling for a while after that one.
  Reply With Quote
Old 12-05-07, 08:53 PM   #13
AVGWarhawk
Lucky Jack
 
AVGWarhawk's Avatar
 
Join Date: Jun 2005
Location: In a 1954 Buick.
Posts: 28,261
Downloads: 90
Uploads: 0


Default

Quote:
Originally Posted by simonb1612
I had the most ironic circle runner the other day, it was a dud! what is more the sonar man called it as such after it bounced of the conning tower. No sigh of relief, or anything. I was chuckling for a while after that one.
The sonar man called it out?????????????
__________________
“You're painfully alive in a drugged and dying culture.”
― Richard Yates, Revolutionary Road
AVGWarhawk is offline   Reply With Quote
Old 12-05-07, 08:57 PM   #14
simonb1612
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default call it out

Well I am certain that who ever calls out "Torpedo was a dud sir" called it out after the darn thing bounced off of us. Of course I was in the middle of an attack and it could have been called out for another torpedo because there were several in the water & I did have what seemed to be a very unreliable load out on that mission...:hmm:
If it was a coincidence it was still amusing in a "thank the lord for that" kind of way
  Reply With Quote
Old 12-06-07, 01:44 AM   #15
Misfit138
Lieutenant
 
Join Date: Apr 2005
Location: Finland
Posts: 267
Downloads: 80
Uploads: 0
Default

Quote:
Originally Posted by AVGWarhawk
Quote:
Originally Posted by Powerthighs
Quote:
If they are mark 14, you should use slow speed (reduces chance firing pin will bend on impact) and always go for a straight shot.
Is this actually modeled in the game, or is it just a fact from RL?
I do not believe this is modeled into the game. They modeled prematures, deep runners and circle runners. In RL the pin would be forced so hard at impact that the firing pin would bend and not set off the torpedo. Slow speed and aiming at an angle was their solution.
This is in fact modelled into the game. It just doesn't play that big of a role because the Mark 14 torpedoes way too reliable in the stock game anyway

The speed settings have a noticable difference in the next version of Torpedo Hardcore mod
Misfit138 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:13 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.