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#1 |
Soundman
![]() Join Date: Aug 2015
Location: Australia
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Fellow skippers, I have been doing some research on the Mk 14 and how real skippers were told to use it at different times up to and beyond September 43.
I have come up with the following 8th Dec 41 - 4th April 42: skippers were ordered to use the magnetic influence feature and no one had any idea that they ran too deep 4th April 42 - 1st August 42: BuOrd advises that the Mk 14 torpedo runs four feet deep. So skippers should aim shallower by 4 feet but still use the magnetic influence feature 1st August 42 - 24th June 43: BuOrd finally conceded the Mark 14 ran deep by 10-12 feet. Skippers are ordered to aim shallower by this amount 24th June 43 - Sept 43: Admiral Lockwood (COMSUBPAC) orders his skippers to deactivate the magnetic influence feature. Admiral Christie (COMSUBSOWESPAC) orders his Australian based boats to continue using the magnetic influence feature. Sept 43 onward: This is where I get confused. In the game it seems Mk 14 just works as intended now. Am I wrong in thinking you don't have to aim shallower and the magnetic influence feature just works? The problem I have with this is that it never worked, they just stopped using it or more specifically Lockwood stopped using it. Christie persisted with it and it wasn't until November 43 (or 20 Jan 44 when the order came into effect) when Kinkaid ordered the deactivation of the magnetic influence feature in all commands that the issue was finally resolved. It is also unclear to me if they ever actually fixed the deep running issue. Do I still have to aim shallower by 10-12 feet? I am happy to be proven wrong about any of the above as long as you can provide the proof. I just want to use mk 14s in game as closely as it was for the real skippers. |
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#2 | ||
Silent Hunter
![]() Join Date: Sep 2010
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![]() An interesting topic, isn't it? Quote:
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It shouldn't. After Lockwood orders deactivation, that settles it for his boats - No M.I. use. Most likely the exploders issued at from Lockwood's depots were altered - permanently. Christie stubbornly insisted his boats continue using it. That doesn't mean it worked any better than before. In the game, at a certain date the exploder version is no longer capable of M.I. detonation, regardless of what position the little switch is at. |
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#3 |
Soundman
![]() Join Date: Aug 2015
Location: Australia
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I considered several sources but couldnt get my hands on any of the books in a short space of time. I find it interesting that you have also observed the way the problems with the exploder were clearly described but after diagnosis it gets unclear how exactly these were resolved. The depth running is the least mentioned solution.
The mk 15 would have had the same dud rate as the mk 14 I suspect since they are only a surface ship variant of the mk 14. Both used the mk6 exploder. Furthermore it was Kinkaid that gave the all encompassing order to stop using them and he was a surface fleet guy right? I am using RFB which seems to have a simple sept 43 switch to flawless torps. I wont alter the files (but I might take your alterations if you want to share) I will just discipline myself to fire them the way that matches the historical settings for the given time period. So after Sept 43 it will be contact hits only for me with no firing shallow consideration. |
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#4 |
Mate
![]() Join Date: May 2008
Location: Lithonia, GA
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I'm running TMO 2.5, and its early war. I haven't yet used any of the Mk 14s, but if I want to avoid as many problems as possible (without altering game files etc) I should set my depth shallower, use contact only detonation, and try to hit my targets at an angle less than 90 degrees?
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#5 |
The Old Man
![]() Join Date: Aug 2006
Location: Yonkers, NY U.S.A.
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Yes, Yes, and Yes. I have great success early war using a 45 degree approach. You could still use high speed settings doing this because the "off" angle offsets the high impact speed.
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#6 |
Watch
![]() Join Date: Oct 2015
Location: France
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In TMO 2.5 I have a rather low failure rate with my preferred way of attacking targets:
Shallow depth, 2-3m always Pistols set to magnetic+impact 70 to 90 degree impact Low speed(that range is awesome) especially for night attacks, I only use high speed for warships and day attacks(reduces their chances of evasion) Most important: don't bother attacking in 15m/s winds. Does anyone else have a similar experience with MK14s? Only about 1 in 8 of my torps detonate prematurely and I don't remember having them ever run deep. |
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#7 |
Navy Seal
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Interestingly, there was a group of submarines which routinely dismantled their torpedoes for "refurbishment" and whose crews altered the exploder mechanisms. The examples I've found had the torpedomen trying to tell the captain what they were up to and the captain saying, "do what you have to do and I don't have to know about it. You're just routinely maintaining the torpedoes."
Successful early war subs dismantled and restored components to specs on a schedule or every time the torpedoes got wet in their tubes but weren't used. They were much more successful than those who blindly trusted the torpedoes to work. Ironically, violating orders, delving into the top secret magnetic exploder and "adjusting" it resulted in better results. But the rules precluded any official reporting of just what they were up to. That concealed the fact that there was an inherent problem with the torpedo and cost the careers of many submarine commanders early in the war. Cheating on the rules makes the brass think their rules work. The right thing to do is to follow the rules, let all the torpedoes not explode and then you're taken out of your command. The wrong thing to do is game the system, torpedoes explode and if you're discovered you're taken out of your command. One is a sure thing, the other is a gamble. Wise skippers chose to gamble.
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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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#8 | ||
Gefallen Engel U-666
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#9 | |
Soundman
![]() Join Date: Aug 2015
Location: Australia
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![]() Quote:
But it looks like my timeline was reasonably close which is nice to know. |
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#10 |
Sailor man
![]() Join Date: Mar 2016
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In the game even in the later years the incidence of torpedos running deep is greater than the incidence of premature detonation.
At least for me....
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USS Growler (SS 215) February 7, 1943 |
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#11 |
Navy Seal
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That is the reason every torpedo I fire is set to run as shallow as I can set it.
__________________
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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#12 |
Soundman
![]() Join Date: Aug 2015
Location: Australia
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Has anyone noticed if the AI reacts sooner to shallower torpedoes? I am guessing that in real life it would be easier to spot the bubble trail of a shallower torpedo but then again the difference may not be appreciable.
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#13 |
Sailor man
![]() Join Date: Mar 2016
Location: Charlotte, NC
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Yeah sometimes I forget. And sometimes they still go underneath the target.
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USS Growler (SS 215) February 7, 1943 |
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