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Old 01-02-08, 05:46 AM   #466
rascal101
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Re deep runners, while it drives me nuts, the frequency compares with what I've read, so while it drives me nuts Im happy not to change this. US torps were crappy and the ingame frequency is accurate. I heard of one skipper who sent 4 torps in succession into one merchant and all four were duds, one after the other.

One thing I would like to know is did the US eventually work it out or were their torps unreliable throughout the war. I know the Germans had teething problems at the begginning but got their act together comparatively quickly. Havnt seen a circular runner yet, I thought this was quite common.

Quote:
Originally Posted by WernerSobe
The reason why you feel like there are more deep runners is that the detonation range for magnetic pistols is realy small. Its only about 5 feet. Before the patch you were not trying to hit the keel so you couldnt see when the torpedoe was one or two feet below the set depth. But the chance for the deep runners remained they didnt changed it.

In NSM 4.0 however you will have much greater detonation range. You will set your torpedoes 10-15 feet below registered draft. A failure of one or two feet will not be noticable. Therefor the failure range must also be increased.
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Old 01-02-08, 07:33 AM   #467
399nkov
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Quote:
Originally Posted by WernerSobe
The reason why you feel like there are more deep runners is that the detonation range for magnetic pistols is realy small. Its only about 5 feet. Before the patch you were not trying to hit the keel so you couldnt see when the torpedoe was one or two feet below the set depth. But the chance for the deep runners remained they didnt changed it.

In NSM 4.0 however you will have much greater detonation range. You will set your torpedoes 10-15 feet below registered draft. A failure of one or two feet will not be noticable. Therefor the failure range must also be increased.
Thanks Werner for you input. Looking forward to NSM 4.0 and will most likely switch from lite version to classic, which I haven't tried yet.
3.3 ain't bad, I just viewed a beautiful Takao roll over and dive. To be sure of a hit I fired four torps at 10ft setting, contact, 2hit, 2 missed, she went down in 10 minutes in a blaze of glory.
I love this mod.
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Old 01-02-08, 09:04 AM   #468
LtHavoc
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Quote:
Originally Posted by rascal101
Re deep runners, while it drives me nuts, the frequency compares with what I've read, so while it drives me nuts Im happy not to change this. US torps were crappy and the ingame frequency is accurate. I heard of one skipper who sent 4 torps in succession into one merchant and all four were duds, one after the other.
Eventually, in fall 1943. The Mark XIV on Wikipedia.
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Old 01-02-08, 04:45 PM   #469
clayp
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I have been reading thru this thread(now I'm cross eyed) what other mods will this work with..I have TM,RSRD and ROW..Can I use this?
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Old 01-02-08, 06:56 PM   #470
Lopo
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Quote:
Originally Posted by clayp
I have been reading thru this thread(now I'm cross eyed) what other mods will this work with..I have TM,RSRD and ROW..Can I use this?
Yes, you can... I'm using it with the same mods as you. I install NSM just after TM.
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Old 01-02-08, 07:37 PM   #471
Travis Reed
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Speaking of torp problems, I'm wondering why it is that I'm out on patrol...

I sight a target, move into position, etc. Line everything up to make it a good, clean shot. Sometimes dead on, sometimes glancing (slightly). I'm in the beginning of the war, so I set to 0 depth (as close as the game allows anyway...) due to faulty depth keeping and disable the magnetic influence pistol due to it being faulty. With everything set I shoot 1-2 torps spaced at least 10 sec apart. I've watched using the external view as they either run under, or bounce off. If I should choose to enable the influence pistol, they invariably explode before reaching the target... And yes, they'll even run under deeper draft targets... As a matter of fact I just wasted half my torp load on a small freighter...and didn't save that patrol...

Maybe I should throw rocks, as it might be slightly more effective?
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Old 01-02-08, 08:33 PM   #472
baxter
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I miss using NSM and I'm looking forward to ver. 4.0. I'm now running 1.4 with TM, RSRDC and some of ROW, all of which is great but I miss NSM (which I had when I was running 1.3) every time a torpedo hits a ship.
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Old 01-02-08, 09:11 PM   #473
clayp
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Quote:
Originally Posted by Lopo
Quote:
Originally Posted by clayp
I have been reading thru this thread(now I'm cross eyed) what other mods will this work with..I have TM,RSRD and ROW..Can I use this?
Yes, you can... I'm using it with the same mods as you. I install NSM just after TM.

Thank you....
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Old 01-02-08, 10:52 PM   #474
black1
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Hello werner any news on new mod, looking forward to it, I know it will be ready when ready but just curious mate, thanks.
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Old 01-02-08, 11:39 PM   #475
LukeFF
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Quote:
Originally Posted by linerkiller
If I can give you an idea, tweak a bit the battleship torpedo damage, because i cant think that a Kongo battlecruiser can stand FIVE mark-14 explosion sailing away with only a small list....USS Sealion sank one of the four kongos with two or three of the four torpedo fired and she went down within 20 minutes!
Well, yes and no. Kongo was indeed hit and sunk by two torpedoes, but her damage control team initially contained the flooding, with the ship holding a 12-degree list. It was the decision to maintain cruising speed that doomed the ship, as the onrushing water widened the torpedo holes. So yeah, ~5-6 torpedoes should do in a Kongo every time.
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Old 01-03-08, 03:57 AM   #476
WernerSobe
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Quote:
Originally Posted by baxter
I miss using NSM and I'm looking forward to ver. 4.0. I'm now running 1.4 with TM, RSRDC and some of ROW, all of which is great but I miss NSM (which I had when I was running 1.3) every time a torpedo hits a ship.
the current NSM 3.3 version can be used with 1.4 and the mods above. it can bite with RFB but should be compatible with ROW, TM and RSRDC.

I cannot give you an ETA atm. Adding keel weakspots requires a complete compartment rework. It may take a while to find the right balance.
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Old 01-03-08, 04:17 AM   #477
Travis Reed
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Quote:
Originally Posted by WernerSobe
it can bite with RFB
What exactly do you mean by this?
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Old 01-03-08, 08:57 AM   #478
WernerSobe
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Quote:
Originally Posted by Travis Reed
Quote:
Originally Posted by WernerSobe
it can bite with RFB
What exactly do you mean by this?
I have never tried RFB but as far as i know it has more ships in roster which i havent adapted into new damage system. They will swim but they may show odd behavier.
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Old 01-03-08, 09:02 AM   #479
ReallyDedPoet
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Thanks for your contiued work on this WS


RDP
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Old 01-03-08, 10:55 AM   #480
Nico71
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Quote:
Originally Posted by WernerSobe
I have never tried RFB but as far as i know it has more ships in roster which i havent adapted into new damage system. They will swim but they may show odd behavier.
Any chance that NSM 4.0 will be RFB compatible, then?
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