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Old 01-10-08, 02:48 PM   #1
fvd
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Default soooo many dud's...

Hi,

I use patch 1.4, TM and ROW.
I know there were many dud torpedo's but sometimes i have 4 or 5 dud's out of 6 launched torpedo's, is this a normal (historical) amount?
Is it possible to turn this percentage down a little bit?
If so, how and in which file?

Thanks already guys!
fvd
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Old 01-10-08, 03:08 PM   #2
AVGWarhawk
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Patch 1.4 created this. It is darn close if not dead on to historically accurate. I'm sure there is a way to turn it down but I do not know how other than to play up to late 42' early 43' were the get better. Welcome to the frustrations the skippers faced during the early part of the war.
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Old 01-10-08, 03:52 PM   #3
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Default hear, hear

I'll second that 'welcome'. Had a big fat merchant within 2000yds , perfectly lined up and.......

Adjust spread 1 degree left.."fire one".
Adjust spread to 0 degree.."fire two".
Adjust spread to 1 degree right.. "fire three".

Torpedoes running fine, I was able to zoom out and watch them grinning and thinking "you're mine!". Heading right on the money towards the target when suddenly, short of the target....BOOM +big splash, followed a few seconds later by BOOM +big splash and the third JUST missing the stern but definitely close enough to have gone off magnetically. Merchant continues on his merry way albeit with a few stress cases on board no doubt. AAAAAARGHHH!
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Old 01-10-08, 03:56 PM   #4
fvd
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Default i see

Quote:
Originally Posted by AVGWarhawk
Patch 1.4 created this. It is darn close if not dead on to historically accurate. I'm sure there is a way to turn it down but I do not know how other than to play up to late 42' early 43' were the get better. Welcome to the frustrations the skippers faced during the early part of the war.
Thanks AVG for explaining this!
Is it also patch 1.4 which causes the huge amount of airplane encounters?
D*mn, the sky is full of them!
Almost every hour i have to submerge...

Regards,
fvd
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Old 01-10-08, 04:19 PM   #5
AVGWarhawk
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Well, here again is another discussion concerning planes. There are patrol reports showing spotting and diving for planes over 100 times. So, is the game over done with planes? Perhaps as not all patrols were like that but then again, most skippers submerged by day to avoid the planes. With that said, the really did not know how many planes were overhead on these particular days they were submerged. I use RFB/RSRD and this has reduced the amount of aircraft. They do come around but with less frequency. So you can try these two mods or just stay submerged during the day like most of the skippers did. When I do that, I use TC to get through the day quickly so I can hunt at night

Oh, there was a lot of planes since day one with the game.
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Old 01-10-08, 08:46 PM   #6
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As well as the duds I had something else disturbing happen this morning, it is early Januray 1942, I am in USS Sailfish patrolling the choke point in the Malaka Straits just near Borneo, dawn passes quietly then the watch spots a large Jap convoy making its way through the slot, I radio it in (I'm using TM 1.7.5, RSRDC and ROW) and get a message back saying good catch, go sink 'em, so I submerge and develop my attack run, sea is running high, winds at 15kts+ so I figure it is going to be difficult for the minesweepers guarding the convoy to spot my periscope so I get as close as possible and fire a spread of 4 torps, I immediately lower the scope and set dive for 200 feet and order a turn of 180 degrees in case I can get an aft shot in later, I hear the torps launch followed by a massive explosion litterally a second after the torp left the tube, the crew start reporting damage straight away in the bow.... meanwhile 2 of the three remaining torps detonate early in the rough seas and the lucky last goes on to hit home and break the back of a small Maru (poor consolation prize as it was...), I put my best mechanical men into damage control to stem the flood in the bow torpedo tubes, they work feverishly until we hit 200 feet, but she wont stop, slowly dropping deeper foot by foot, meanwhile 3 Jap minesweepers are dropping cans like hail overhead, some uncomfortably close but none cause me any damage, I go to the external view to look at the damage from the outside and almost the entire bow is smashed off, as I am doing this there is a massive explosion from the bow and down she goes, not from a depth charge hit but from an internal explosion.... i am beside myself, I have never seen this before, a torp explodes prematurely in the tube (or just outside the tube I would say) then a few minutes later another one, or the ammo bunker goes up as we sink past 250+ feet!! God I love this game.....
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Old 01-10-08, 09:15 PM   #7
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Sorry you sunk but sounded like fun!
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Old 01-10-08, 09:28 PM   #8
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RE Duds in TM.

See item number 23 of the FAQ nobody ever reads



As an aside, here is the masochists guide to increase your chances of torpedo malfunctions in a historical context:

1.) Shoot a torpedo in rough weather. The Mark 6 Magnetic exploder love rough weather, and mistake the waves for ship wakes. Sometimes so much as a water ripple will get it excited and premature!

2.) Shoot a torpedo at the fast speed setting. The weak faulty firing pin in the warhead would love nothing better to collapse so the torpedo wont explode. The thud of a dud has a nice sound to it, dont you think? A fast setting puts additional pressure on the warhead, and promotes this collapse of the firing pin by a rate of 50%.

3.) A straight 90 degree contact hit. Were back to that weak firing pin collapsing again. I guess it doesn't want to hurt anybody.
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Old 01-11-08, 12:50 PM   #9
fvd
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Default Thanks Ducimus!

Quote:
Originally Posted by Ducimus
RE Duds in TM.

See item number 23 of the FAQ nobody ever reads



As an aside, here is the masochists guide to increase your chances of torpedo malfunctions in a historical context:

1.) Shoot a torpedo in rough weather. The Mark 6 Magnetic exploder love rough weather, and mistake the waves for ship wakes. Sometimes so much as a water ripple will get it excited and premature!

2.) Shoot a torpedo at the fast speed setting. The weak faulty firing pin in the warhead would love nothing better to collapse so the torpedo wont explode. The thud of a dud has a nice sound to it, dont you think? A fast setting puts additional pressure on the warhead, and promotes this collapse of the firing pin by a rate of 50%.

3.) A straight 90 degree contact hit. Were back to that weak firing pin collapsing again. I guess it doesn't want to hurt anybody.
Thanks for the reply, now i've seen nr. 23 in the FAQ.

So i guess i'll have to live with the duds and wait untill they get more reliable later in the war.
Regards,
fvd

PS: do you think you will find time to answer my 2 earlier PM's?
Thanks already!
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