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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Sep 2011
Posts: 30
Downloads: 4
Uploads: 0
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I get a report that the tube jammed while firing. And then there's a hole in my hull. Anybody else experience this ?
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#2 |
Ace of the Deep
![]() Join Date: Jun 2004
Location: Paris/France
Posts: 1,135
Downloads: 255
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Because you fire torpedo at high speed !, move your sub at low speed before firing !
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\"Le Triomphant\" listens you ! |
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#3 |
Loader
![]() Join Date: Feb 2014
Posts: 81
Downloads: 78
Uploads: 0
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I think 20 kts is the speed where it jams when firing. Go 19 or less. If you are really moving and you need to slow down and fire quickly set engines all back full.
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#4 |
Watch
![]() Join Date: Sep 2011
Posts: 30
Downloads: 4
Uploads: 0
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I was beginning to suspect that my speed might be the problem. Thanks.
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#5 |
Electrician's Mate
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This is a 'feature' of the game.
I have been trying to get the developers to change this for a year or so. US submarine(s) can and do shoot torpedoes at flank speed without any issues.. The MK-37 MAY be an exception due to it being a swim-out weapon. |
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#6 |
Born to Run Silent
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I found the occasional "Captain! Bow damaged!" when I fired a Mk37 at high speed, and/or when activating it immediately. At first I was a little perturbed but then I figured it's an operational thing, maybe it was arming and detonating from my ship's magnetic field (I know, the game may/may not be coded that way but I like to imagine), so I give the torp time to get clear of my sub before activating it. And I never launch over 10 knots, No problem after that.
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SUBSIM - 26 Years on the Web |
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#7 |
Watch
![]() Join Date: Jan 2019
Location: TwinStates
Posts: 28
Downloads: 20
Uploads: 0
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