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#1 |
Bosun
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I've been playing around with things lately and have found that I'm getting much better sinking rates having set my torpedo depth to either 10 feet or 11 feet deep. Give it a try, like I said it seems to have helped me much more than leaving them at the default setting.
SnowCajun |
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#2 |
Grey Wolf
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what do you mean by that? The settings are determined by the depth of the kil surely. I gather you talking about the magnetic torps?
I set the value about 1 m deeper then the ships kil in flat waters, in rough i opt for impact ignition. Last edited by Siara; 10-04-07 at 03:44 AM. |
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#3 | |
Swabbie
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#4 | |
Grey Wolf
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THen there were the problems with the firing pins on the torps smashing w/o detonating and requiring subs until late 1943 (if I remenber right) to have the torp hit at an angle to ensure detonation. Hitting the target at 90 degrees usually resulted in a dud. THe sub skippers started setting the torp depth shallower to prevent running under the keel. Don't know if SH4 simulates this, but too shallow of a running depth would cause the weapon to broach and when it re entered the water it would usually change direction and depth
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"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. ![]() System: AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card NVIDIA 1660 Super OC | Windows 10 |
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#5 | ||
Ace of the Deep
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But as swdw correctly points out this is, as far as realism goes, incorrect. The magnetic pistols hardly ever worked. Indeed the whole concept of them was flawed for numerous reasons. One of the main reasons why they didn't work was that after 1940 most ships had their hulls degaussed as a defence against magnetic mines, this neutralised the ships magnetic signature, rendering magnetic detonators useless.
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#6 |
Grey Wolf
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SHIV is the game you talking about right?
![]() I jumped the gun a bit, my bad. Seen the post in list of posts and thought i throw my penny in it. Im at the stage where my copy of SHIV awaits for better inerts of my comp. Last edited by Siara; 10-04-07 at 03:42 AM. |
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#7 |
Ace of the Deep
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Yes SH4 and actually the RL recomended depth for magnetic detonation was about 5 feet under the keel of the target ship so 1m would do just as well .
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#8 | |||
Ocean Warrior
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With Regards, Krauter
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#9 | |
Bosun
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SnowCajun |
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#10 |
Eternal Patrol
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works better at times is because now water is flowing down into the bowles of the ships instead of having to flood their way up first. A torpedo has a better effect in diasabling a ship faster if set to a more shallow setting. If you want to split a ship in half a deeper setting near the base of the keel is better.
So a torpedo set just bellow the water line will in most cases bring a ship to it's knee's a lot faster than one set deep especialy with using Natural Sinking Mechanics as a Mod. They take on water much faster with using that method. |
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#11 | |
Bosun
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SnowCajun |
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#12 | |
Navy Seal
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I could make all kinds of logical arguments like the deeper the hole the greater the pressure, but this is a game that does not behave logically in all events. It's probably best to say it just works that way and skip any possible rationalization. After all, it's just a weirdly configured collection of ones and zeros.
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#13 |
Rear Admiral
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Without going into too many details, In TM, the key is in getting damage to the keel zone, which runs the length of the ship, along its bottom. A torpedo has an explosion radius of about 4 meters if i remember correctly. This 4 meter radius doesnt recongize objstuctions like other zones in the ship. Whereever it hits, it will effect a 4 meter circle, and any zone within that circle.
For flooding to start in a zone, a minimum amount of damage must be done. Once flooding has started, it is always to 100%, the only variation being how long it takes. If you remove the keelzone from the equation, the way some ships are zoned, you could put 4 or 5 fish smack into the side (or even more), just at or just below the waterline and it won't sink. Large merchants in particular. And then they just list to one side. Adding the keelzone back into the equation and it becomes a question of how much periphial damage from the torpedo explosion is spread to the keelzone in order to reach the minimum threshold for it to start to flood. In my tests it was about 2 or 3. Although you can get a lucky hit in. This keelzone/ship zoning problem ive described is also why you can put as many as 12 torpedos into one side of the Yamoto, and all you'll get is a heavy list. Since the ship is so wide, the explosion radius isnt tapping the keel zone and the compartmental flooding isnt enough to take it down. To sink the Yamato, you'll have to get some really solid salvos along both port and starboard sides of that ship. |
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#14 |
Rear Admiral
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After rereading this thread, if i were to rerlease TM (and im not, no time), id pull the NSM out unless Wernersobe has a new fix.
The problem is the ships zoning and the keel. The keel zoning being flooding = ship sunk, period. So if you remove this weekspot, large vessels due to their zone placement wont sink. Add the weakspot back in (which is what i did) and they do. THe problem is the keelzone is so freaking large, (and not as strong as other zones) that if you target it specifically, you'll get 1 fish sinkings. |
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#15 | |
Bosun
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I've not tried running any under the ships yet, that's a god thought and I may give that a try to see what happens. It was originally a great idea in real life but due to the shot supposidly being back breakers, but due to poor torpedo depth performance in WW2 it wasn't working out. Maybe it may work in the game. No matter what, running my torpedoes deeper than default is truly helping tremendously. I won't waste torpedoes on small ships, I gun them down, but for large and mediums the 13 foot depth setting has been great for me. I snuck in last night and got six single shot kills in a convoy, 3 large freighters and 3 mediums freighters, and snuck out at 400 feet without a single depth charge from any of the four destroyers. Not the norm but it was fun anyway. I highly recommend trying the deeper torpedo settings, I think you'll notice the benefits. Have fun, SnowCajun |
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