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Old 05-25-08, 03:24 AM   #1
Lt.Harper
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Ahoy I'm a first timer here at subsim. Actually got SH4 back around release but since I could never get that darn speed estimate to work I stuck to medium mode. Problem was automatic targeting solution make the game way too easy, time compress into a convoy and just unload torpedos for easy hits. I got bored and stop playing.

Recently heard that they've actually fixed the game up quite nicely so came back for another spin. Did some searching and found this fine forum as well as Werner Sobe's TDC lessons(THANK YOU), which did the trick. I'm now marking targets on the map and calculating speed and true heading without too much trouble.

It's quite fun to take a good 5 minutes to line up a clean shot on an enemy vessel, a real sense of accomplishment when the torpedoes land true.

Only thing that bothers me at this point is it seems the torpedoes are somewhat weak. I land 2 solid hits on a small passenger carrier at 3 meters depth amid ship and she managed to stay afloat. Anyways hope to see you gents at sea.

EDIT- Replaced paragraphs

Last edited by Lt.Harper; 05-25-08 at 02:02 PM.
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Old 05-25-08, 06:30 AM   #2
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Old 05-25-08, 07:51 AM   #3
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Welcome aboard Lieutenant. Torpedo strength was calculated in the following manner: the American torpedo had a whizz bang (technical term there) top secret killer app called the magnetic exploder.

This device was supposed to allow you to set depth to below the keel of your target. The whizz bang device sensed the magnetic field of the target and exploded the torpedo perfectly below the keel. In this way 100% of the explosive force would be exerted against the target's hull, resulting in total destruction.

When a torpedo actually strikes the side of a ship, perhaps 50% of the explosive force (actually a bit less) acts on the target and the other half makes a pretty splash for the spectacular photos.

The amount of explosive in the American torpedoes was calculated to do the job when properly exploded under the keel of the target. Unfortunately the magnetic exploder proved to have a good deal more whizz than bang. (and now you see the derivation of the technical term ) We were forced to go to contact pistols, making our torpedoes only half as effective as they were designed to be. This is accurately reflected in the game.

Interestingly, the Germans had a similar top secret (shhhhhh!) device and a similar explosive power to their torpedoes--and similar defects. Wonder if there could be some connection there? Could the Americans have copied the good, bad and ugly of the German torpedo, even including being exactly the same diameter? Naw!!!!!:rotfl:

Note: in your post, you extend the SH4 simulation by simulating the complaints of real sub skippers. Ubisoft WILL NOT be sending you a check.
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Old 05-25-08, 02:02 PM   #4
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Sorry about the wall of text format

One of my browser plugins was removing my New lines when posting for some reason, fixed it now.
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Old 05-25-08, 02:47 PM   #5
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Old 05-25-08, 05:34 PM   #6
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I'm going to have to take that back about the torpedos being too weak.

Spotted a Medium Modern Split freighter. Decide to use 3 fish, since she's a fair sized boat, with a total spread of 2 degrees at 1000 yards. The first fish hit in the engine compartment, solid hit that was quickly followed by a secondary explosion that immediately broke the ship in two. Either I hit a frieghter hauling munitions or salt water + hot boilers makes a rather nasty explosion.
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Old 05-25-08, 08:56 PM   #7
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I am also a brand new player (have owned the game for 1 week) and have only sunk a few things so far. So welcome from another newbie. I'm playing on 100% realism, with the RFB 1.5 mod, which I think changes some things about torpedos (makes them less reliable maybe?)

I agree on the sense of accomplishment when you finally get able to land them with reasonable success. The hardest thing for me so far is target recognition so I can get a semi-reasonable range in the stadimeter. I still have a hard time with this, especially at night. I'm trying to get so I can do it without having to pause the game to leaf through the recognition manual, but the game engine seems to make paging through that a very slow process. Is there any faster way?

Anyway, I've had decent results from MK14 torpedo hits, when they're not duds. I just sunk a Medium Modern Composite Freighter, 4471 tons, by hitting it with two torpedoes. One was fired at -1deg and one at +1. Both hit in the stern area, and the ship went down in under a minute. It is necessary to keep in mind the MK14s seem to run deeper than they're set for. I've missed ships because of that before. So far I have only done contact fusing.

On the other hand, I've fired three torpedoes at targets and had two of the three be duds - grrr!

(And what is up with the paragraphs? I see the same thing you apparently did. I have to manually put in HTML code for paragraph breaks).
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Old 05-25-08, 09:03 PM   #8
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Old 05-26-08, 02:54 AM   #9
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For the paragraph problem, Firefox's No Script pluggin seemed to be the problem. If you have any sort of script blocker, try enabling scripts on subsim.com.

Quick question about the Mark 14s ingame. How realistic are they? Do the early ones always run deep since they were calibrated with a light warhead? And does hitting the torpedos at less speed or at an angle actually decrease the chance of duds?
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Old 05-26-08, 03:27 AM   #10
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Quote:
Originally Posted by Lt.Harper
Quick question about the Mark 14s ingame. How realistic are they?
In the stock game they are maybe too reliable, but taking a quick peek at the amount of torpedo complaints regarding TMO and RFB reveals that the "problem" has certainly been fixed in these mods

With either of these mods, probably more in RFB than TMO, you can expect your Mk14s to fail just as and just often as the real ones did.
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Old 05-26-08, 09:03 AM   #11
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