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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Dec 2006
Posts: 9
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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
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#2 |
Mate
![]() Join Date: Dec 2003
Location: England
Posts: 52
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Tough Titty...............Thats what happens sometimes....I've had a few, but not a whole boat load
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#3 |
Medic
![]() Join Date: Oct 2007
Posts: 162
Downloads: 20
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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.
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#4 |
Lucky Jack
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As much as I play this game, I have just seen my first circle runner last night. Early war the torpedoes sucked.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#5 |
Gunner
![]() Join Date: Nov 2007
Posts: 100
Downloads: 34
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did this circle running happened in real life
just a small curiosity |
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#6 | |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
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#7 |
Engineer
![]() Join Date: Jul 2002
Posts: 208
Downloads: 3
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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.... |
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#8 |
Ace of the Deep
![]() Join Date: Apr 2005
Location: Los Angeles, CA
Posts: 1,207
Downloads: 39
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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.
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#9 |
Lucky Jack
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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
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#10 | |
Beach Leaf
![]() Join Date: Apr 2007
Location: Seattle, WA
Posts: 287
Downloads: 11
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#11 | ||
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#12 |
Stowaway
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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.
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#13 | |
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#14 |
Stowaway
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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 |
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#15 | |||
Lieutenant
![]() Join Date: Apr 2005
Location: Finland
Posts: 267
Downloads: 80
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The speed settings have a noticable difference in the next version of Torpedo Hardcore mod |
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