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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
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This is a mod I created for myself and decided to share.
The goal of this mod is to recreate to the torpedo issues, mainly the faulty magnetic detonator in a more accurate manner.The game by default bases premature detonations on wave height, my mod does not, there is a percentage set that is random.I have used this mod a bit, there are times I get one or two premature explosions out of 24 torpedoes, there are times I get 10 or more, it is random and depends on luck more than anything.I feel this is more accurate as some skippers had no or very few prematures on patrols, then on others had quite a few. The dud rate and angles affecting duds were also adjusted for realism.Angles matter, a lot. Torpedoes will have a chance to run deep the entire war as the problem was never completely resolved.Although they stopped running 10-12 feet deeper than set after fall of 42 some did still run a few feet deeper, there is a moderate chance of this occurring from late 42 on, when before the major depth setting issues exist as they did. Key dates were adjusted. Magnetic detonator is disabled as of 24 July 1943(per history) and dud issues are not fixed until late September 1943, after september 43 you should not see anymore duds.Note:For boats operating out of Fremantle, magnetic detonators were used until 20 January 1944.For Fremantle boats prior to 20 January 1944, use this mod:http://www.subsim.com/radioroom/showthread.php?t=206668 The Mark 18 has a few bugs until 1 January 1944, early models used in 1943 had depth keeping and gyro issues. Circles runs are slightly more likely to occur on Mark 14 and Mark 18 as they happened more than they do in the game, so watch out. Adjusted gyro errors to happen slightly more, so may see a torpedo take a wild jog ahead or behind target sometimes, this is set for all torpedoes, minus the cutie homing torpedo. This mod will definitely cut your tonnage down before late 43 and cause you to ![]() This mod is made for TMO and RSRD, may work with others but not sure as these are the only big mods I use.Feedback appreciated, enjoy. http://www.subsim.com/radioroom/downloads.php?do=file&id=4157 Last edited by Bubblehead1980; 08-16-13 at 07:54 PM. |
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#2 |
Stowaway
Posts: n/a
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more realism mods are always welcomed
![]() does this mod over ride the realism settings for the game? in other words if I am using this mod can I still turn off duds with the options menu and still keep the circle runners and magnetic changes? |
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#3 |
Ensign
![]() Join Date: Jul 2013
Location: Chicago-ish, USA
Posts: 223
Downloads: 14
Uploads: 0
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An awesome addition Bubbs, I'll use it when I try my next Sboat career.
Then, if I survive that, I may be man enough to try Web's Sboat mod. That sounds awfully fragile for my rate of screwing up though... |
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#4 |
A-ganger
![]() Join Date: Jul 2007
Posts: 71
Downloads: 97
Uploads: 0
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#5 |
Navy Seal
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The mod does not affect Mark 10 torpedoes used by s boats other than I adjusted the range(it was short by 50 yards) so torpedo range is 3,500 yards as advertised.
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#6 |
Navy Seal
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I don't think so. Seems if you select dud torpedoes off they function perfectly.
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#7 |
Best Admiral in the USN
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I will most certainly try this out.(Though as I use the Narwhal until late 43 to early 44 since until then most merchants only had AA guns I won't know how truly bad the boys had it until I run into a convoy.)
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#8 |
Navy Seal
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Anyone tried this out yet? What do you guys think? Made you
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#9 |
Best Admiral in the USN
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I thought Travellers mod was realistic enough but this make me want to go back in time and make sure every single person in the BuOrd hang's for sheer and utter incompetence.
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#10 |
Navy Seal
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Arrrrrr! Well done and I'll load it up. I'll have to brush up on my profanity for additional realism.....
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#11 | |
Navy Seal
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#12 | |
Navy Seal
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Yep, actually makes me mad they sent people to war with weapons like that, definitely a shameful episode for the Navy. |
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#13 |
Torpedoman
![]() Join Date: Aug 2009
Location: Cape May, New Jersey
Posts: 118
Downloads: 362
Uploads: 6
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For whatever it's worth, I get a CTD in my game when using the S-Boats and this mod at the same time. Running SH 1.5 + RSRDC.
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#14 | |
Navy Seal
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Running RSRD only? Mod is made for TMO and RSRD, could be the issue. Also, some people try to use Mark 14 with S boats, if you are, that could be the issue as well since S boats are only supposed to use Mark 10. I played a s boat patrol two days ago with no problems. Running TMO 2.5 with RSRD over SH V 1.5 of course. |
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#15 | |
Torpedoman
![]() Join Date: Aug 2009
Location: Cape May, New Jersey
Posts: 118
Downloads: 362
Uploads: 6
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