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Old 05-24-07, 04:10 PM   #541
Camaero
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Now that we have dud torps, what do you think about that increased torp power mod? I kind of get the feeling that our torpedoes are a bit too weak. Mush Morton’s one torpedo, one kill theory would never work with the torpedoes we have. A lot of the stories I have been reading seem to have ships breaking in half when hit with one to 3 torpedoes sometimes.

What are all of your opinions on that?
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Old 05-24-07, 05:19 PM   #542
tedhealy
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With my limited experience, I think the torp damage is fine personally. My few experiences with working magnetic detonations have always produced a one shot kill. I usually need 3 to 5 contact hits to get a sinking on the bigger merchants.

I have no knowledge on the torp damage to capital ships though, never seen one in my careers. I'd hope it would take 6 to 10 hits to sink the bigger ships though.
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Old 05-24-07, 07:27 PM   #543
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Quote:
Originally Posted by Camaero
Now that we have dud torps, what do you think about that increased torp power mod? I kind of get the feeling that our torpedoes are a bit too weak. Mush Morton’s one torpedo, one kill theory would never work with the torpedoes we have.
Did Mush Morton's theory work in practice? I seem to recall that when it was put into practice it was a failure.
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Last edited by Beery; 05-24-07 at 08:26 PM.
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Old 05-24-07, 07:52 PM   #544
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Quote:
Originally Posted by tedhealy
With my limited experience, I think the torp damage is fine personally. My few experiences with working magnetic detonations have always produced a one shot kill. I usually need 3 to 5 contact hits to get a sinking on the bigger merchants.

I have no knowledge on the torp damage to capital ships though, never seen one in my careers. I'd hope it would take 6 to 10 hits to sink the bigger ships though.
It took 4 mk 10's to sink a Kongo and 3 to sink a Shokaku. I put all of them on the same side. The Kongo didn't sink so much as capsize. She went down fast and was still making about 9 knots when she rolled. I think I got luck with the Shokaku because there was a good secondary explosion with the torp that went into her stern, so much so that several planes on the fantail exploded.

With the CCIP mod, those shots would have just bent hull plates, assuming they ran straight and normal - 90 degree AOB, 3 degree spread at between 800 and 600 yards.
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Old 05-24-07, 08:12 PM   #545
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Quote:
Originally Posted by Beery
Quote:
Originally Posted by Camaero
Now that we have dud torps, what do you think about that increased torp power mod? I kind of get the feeling that our torpedoes are a bit too weak. Mush Morton’s one torpedo, one kill theory would never work with the torpedoes we have.
Did Mush Morton's theory work in practice. I seem to recall that when it was put into practice it was a failure.

Well it kind of fail because the first time he went out to test this theory he had all duds on board... the second time he didn't come back... That's what I have read anyway.

Edward Beach mentioned this though and it did seem to work, though i'm sure not all of the time and I don't know often.
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Old 05-24-07, 08:13 PM   #546
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Quote:
Originally Posted by TripleDaddy
It took 4 mk 10's to sink a Kongo and 3 to sink a Shokaku. I put all of them on the same side. The Kongo didn't sink so much as capsize. She went down fast and was still making about 9 knots when she rolled. I think I got luck with the Shokaku because there was a good secondary explosion with the torp that went into her stern, so much so that several planes on the fantail exploded.

With the CCIP mod, those shots would have just bent hull plates, assuming they ran straight and normal - 90 degree AOB, 3 degree spread at between 800 and 600 yards.
With secondary explosions I'd say all bets are off and a ship could go down with a minimum amount of torpedoes. Hearing about a kongo going down with 4 shots doesn't strike me as something that makes the case for increasing torpedo damage though.
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Old 05-24-07, 08:30 PM   #547
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Today I played the Midway single mission using RFB1.28beta (i.e. with CCIP's torpedoes). I shot 4 torpedoes wildly in the hope of a hit (because I was testing the beta rather than actively playing) . The first two exploded after a few hundred yards but the second two hit a Kongo at the bow and the stern and she went down - it looked as though her magazine exploded.

This seemed a bit of an easy kill to me, but all-in-all the torpedo mod seems to be working well.
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Old 05-24-07, 08:41 PM   #548
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I've been messing with the hydrophones station and I added an extra line in the OrdersBar file so that hydrophone buttons are greyed out when on the surface. I figured that players would want to know when the buttons were actually useful and I figured it would be an extra clue to let the player know whether he was surfaced or submerged (sometimes the depth indicator is hard to see - at least for my eyes). Does that sound good to others or not? I'm in two minds about it as it means we wouldn't get the 'no contacts' message when we try to use it on the surface.
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Old 05-24-07, 09:23 PM   #549
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Quote:
Originally Posted by Beery
I've been messing with the hydrophones station and I added an extra line in the OrdersBar file so that hydrophone buttons are greyed out when on the surface. I figured that players would want to know when the buttons were actually useful and I figured it would be an extra clue to let the player know whether he was surfaced or submerged (sometimes the depth indicator is hard to see - at least for my eyes). Does that sound good to others or not? I'm in two minds about it as it means we wouldn't get the 'no contacts' message when we try to use it on the surface.
Sounds good 2 me Beery Just a minor thing if I may. Is it possible to have a select command put in place that enables the option of opening all torp tube external doors without them closing each time another torpedo tube is selected or is that already implemented? What key commands are used if the latter exists.
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Old 05-24-07, 09:32 PM   #550
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Quote:
Originally Posted by Galanti
Quote:
Originally Posted by Beery
Quote:
Originally Posted by 602Sqn_Puff
Can I ask if anything was touched with the spread dial in the PK?
As far as I know, no. But CCIP is the expert on the torpedo stuff.
I believe we noticed while testing the Hardcore Torpedoes mod that the Mk14s had a pretty consistent gyro angle error of about 20 degrees to port.
If this problem was not fixed, I'm not sure why the hardcore torpedo mod was included. Something must be wrong with it...
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Old 05-24-07, 09:34 PM   #551
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Quote:
Originally Posted by Fearless
Just a minor thing if I may. Is it possible to have a select command put in place that enables the option of opening all torp tube external doors without them closing each time another torpedo tube is selected or is that already implemented? What key commands are used if the latter exists.
I read that CCIP implemented something like this. Not sure how he did it. Truth is I've been too lazy to go and find out. I'll maybe look it up tomorrow.
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Old 05-24-07, 09:40 PM   #552
Beery
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Quote:
Originally Posted by akdavis
Quote:
Originally Posted by Galanti
Quote:
Originally Posted by Beery
Quote:
Originally Posted by 602Sqn_Puff
Can I ask if anything was touched with the spread dial in the PK?
As far as I know, no. But CCIP is the expert on the torpedo stuff.
I believe we noticed while testing the Hardcore Torpedoes mod that the Mk14s had a pretty consistent gyro angle error of about 20 degrees to port.
If this problem was not fixed, I'm not sure why the hardcore torpedo mod was included. Something must be wrong with it...
Nothing's wrong with it as far as I know. The standard game has this error if you're using torpedoes close to land. I've seen it a few times *before* I installed CCIP's torpedo mod. It seems to happen most often when targeting stationary ships at close range in a harbour. In fact I've ONLY seen the problem before I installed CCIP's torpedo mod - never seen it since. If it happens in the standard game, and I know it does, I'm about 100% certain it's not a bug in the mod.
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Old 05-24-07, 10:05 PM   #553
Lagger123987
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I love this mod! Keep up the work Strawbeery!
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Old 05-24-07, 10:32 PM   #554
tedhealy
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Quote:
Originally Posted by Beery
Nothing's wrong with it as far as I know. The standard game has this error if you're using torpedoes close to land. I've seen it a few times *before* I installed CCIP's torpedo mod. It seems to happen most often when targeting stationary ships at close range in a harbour. In fact I've ONLY seen the problem before I installed CCIP's torpedo mod - never seen it since. If it happens in the standard game, and I know it does, I'm about 100% certain it's not a bug in the mod.
Bad gyro angles happened in real life. Fluckey's Thunder Below! book made mention of a few torpedoes heading off on the wrong gyro and his patrols were in 1944 and 1945 after torpedoes were 'fixed'.
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Old 05-24-07, 11:42 PM   #555
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Quote:
Originally Posted by Beery
[... I believe we noticed while testing the Hardcore Torpedoes mod that the Mk14s had a pretty consistent gyro angle error of about 20 degrees to port.]
Nothing's wrong with it as far as I know. The standard game has this error if you're using torpedoes close to land. I've seen it a few times *before* I installed CCIP's torpedo mod. It seems to happen most often when targeting stationary ships at close range in a harbour.
20 degrees to port when shooting at stationary ships near land? C'mon guys - where have we seen this before? It's not a bug, it's a feature - the devs' homage to Operation Petticoat ... "Sighted tanker, sank truck"
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