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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
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Did the WWII torpedos have a distance to go before they were armed, or were they armed coming out of the tubes. I shot one ship that I thought I was on magnify and wasn't and they didn't explode (I have duds turned off), good thing it probably would have blown me up too.
Peabody
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#2 |
Mate
![]() Join Date: Dec 2007
Location: North Carolina
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Torpedoes have a "reach" of about 300 yards, if I remember correctly. Until they reach that point, they are not armed. When you get a report of "torpedo in the water," it means the torpedo is at the end of the reach and is now armed.
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#3 |
Admiral
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Thank you, appreciate the answer.
Peabody
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#4 |
Watch
![]() Join Date: Mar 2011
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Ok, I know this question is old as heck but does anyone have any new info on it? When the crew says "Torpedo in the water" that it cleared the tube. I launched three at a tin can and I eyeballed all three in and nothing. Next two I sent after the blasted thing did a good job and sunk it.
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#5 |
Commodore
![]() Join Date: May 2007
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They won't explode if you are too close. I'm trying to remember but it's 300-400 yards in the stock game.
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#6 |
Sea Lord
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400 yrds is the run they need to arm the warhead. After that, they are hot fish in the water.
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#7 |
Silent Hunter
![]() Join Date: Sep 2010
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![]() IDK about the game, but in RL the arming distances were different for the mk 10 and the mk 14. About 300 or 400 yds IIRC. Torpedos armed in the tubes would have invited catastrophe. |
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#8 | |
Ace of the Deep
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![]() Quote:
![]() I thought my fish were firing slow. I can hear the compressed air shoot when I fire (I already have the door open) and it's several seconds before I hear "Torpedo in the water" and this has always bugged me. As was mentioned by TorpX, I would much rather hear "torpedo running hot, straight and normal" as they all seem to do in the game anyway, Duds or not. Since the game never spits out a torpedo that is erratic we could really use a mod that changes the SO's call out. That would be really great!! Peabody, Welcome aboard!! Good Hunting! D40 ![]()
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Dogfish40 |
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#9 |
Saint of the seas
Join Date: Mar 2004
Location: Sorrento, Louisiana
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Just FYI, yes the game does have erratic torpedoes. If you enabled duds in the options menu, you will get the occasional erratic, especially when you use the Mark 18. I've been hit by a circle runner before, and just yesterday I had one go God knows where.
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#10 |
Rear Admiral
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The arming distance in previous versions of TMO was 411 meters or 449.475 yards. Not sure if he's changed that since I last
check, but I doubt it. I haven't looked at his values for failures, but they exist for circle runners, deep runners, duds, angle of impact, water conditions, etc... I hate when M18's circle run.....I had some mild damage, but just as I sunk a JP carrier in the bungo, a circle runner finished me off.... |
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#11 |
Frogman
![]() Join Date: Jun 2003
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The Mk18 circle runners can really ruin your day. Fortunately I've only had 2 of 'em in the last 4 years of playing SH4. Didn't get hit by either but they came really close.
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#12 | |
Ace of the Deep
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D40
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Dogfish40 |
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#13 |
Silent Hunter
![]() Join Date: Sep 2010
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![]() I should have added this before, in case everyone doesn't already know this. The torpedos DO make sound and CAN be heard with your hydrophones (if you have time to listen). So, in theory, you could track them and be warned of erratic/ circle runners. |
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#14 | |
Ace of the Deep
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![]() ![]() ![]() Run Silent, Run Deep, and Sink 'em All |
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#15 |
Fleet Admiral
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Perhaps the "torpedo in the water" is meant to be a warning.
If you have not launched a torpedo, but your sound man reports Torpedo in the water, you might have a "situation" ![]() Do Japanese Submarines sink American Subs in SH4?
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