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#1 |
Helmsman
![]() Join Date: Jan 2006
Posts: 107
Downloads: 0
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[REL] TORPEDO +25% more powerful (by CaptainKobuk)
:rotfl:100% PATCH 1.3 COMPATIBLE:rotfl:
TORPEDO +25% more powerful (by CaptainKobuk) ![]() ![]() Install this MOD with JSGME http://www.users.on.net/%7Ejscones/software/products/jsgme_setup.exe ![]() ----------------------------------- \Data\Library\Torpedoes_US.zon ----------------------------- ![]() ---------------------------------- The 4 variables that determine the destructive power of each of the six USA Submarine Torpedoes in the game were each inceased by 25%. The MK10, MK14, MK16, MK18, MK23, MK27. There only 4 moddable numbers for each torpedo's hitting power in the game. These are the minimum and maximum RADIUS of the area on the target that is effected by the torpedo's explosion. And the minimum and maximum EXPLOSIVE POWER of the torpedo warhead. These ranges in value simulate the fact that in real WWII naval warfare, when a torpedo hit a ship the resulting explosion was never guaranteed to be always the same. This MOD keeps true to that simulation. So in this game, when you shoot a torpedo and it hits your target, the resulting damage could be 50% less than the possible maximum. I checked and rechecked this MOD for mistakes. ![]() ![]() ![]() ---------------------------------- In my opinion the original torpedoes in this game were underpowered. I wanted to increase that power just enough to balance things out in favor of having more fun and satisfaction. Which has to also include maintaining the game's challenge. So it's not too easy. Easy is no fun. How much is too much torpedo power to MOD into this game? I've tried a 50% increase and it resulted in some oddities. Like hitting Destroyers straight on in their bow as they are chasing you and having them too often be crippled, floating motionless with bow deep down in the water. That seemed unrealistic and too easy. The flip side of that coin is an underpowered torpedo that too often hits too weakly. Too often wasting the shot. ![]() ![]() Last edited by CaptainKobuk; 07-16-07 at 08:48 PM. |
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#2 |
Engineer
![]() Join Date: Mar 2007
Location: Kansas City, KS
Posts: 203
Downloads: 10
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![]() ![]() Again Great job!
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"Be my friend or be a mushroom cloud."~If I was President...Iran would have a nuke...they just wouldnt like the delivery method... ![]() <AHREF="http://www.subsim.com/radioroom/showthread.php?t=120621"_blank">JSGME Quick Reference</A> Major US ARMY RANGERS 1985-2003 |
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#3 |
Rear Admiral
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You could call them Torpex warheads i suppose
![]() http://en.wikipedia.org/wiki/Torpex I beleive the orginal warhead were cordite? not sure. But i do know Torpex was a later development and earned praise from the commanders that had torpedo's with said warhead. |
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#4 |
Weps
![]() Join Date: Nov 2005
Posts: 351
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This would propably be a good time for quote from "Silent Victory":
"... warheads of the Mark 14 torpedo were relatively puny, 500 pounds (TNT). If the force relied solely on contact exploders, it could never hope to penetrate the armor of the glamorous targets: battleships and aircraft carriers. Moreover, one 500-pound warhead was not likely to finish off even a sizable mechantman. A positive sinking would require at least two or three torpedoes-perhaps four- an unaccettable expenditure, considering the acute shortage and the slow production rate in the United States." I personally think, that when (if) the dev's tune the damage modelling for some ships a bit , it is fair to say that the torpedo effeciency is pretty well done in sh4. Apart, that you can always punch a hole in a torpedo belts, which shouldn't always happen. But if you wan't to have more power, go for it.
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"Gentlemen, we have no choice. Total engagement. Die with dignity." |
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#5 |
Helmsman
![]() Join Date: Jan 2006
Posts: 107
Downloads: 0
Uploads: 0
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I'm using the tough sub detection settings of the latest 'Flavored to Taste' MOD. So i've given the Jap side some perks to balance out my added firepower.
And given what was just said about the MK14, i'm glad i've only added 25% more firepower. It's not a whole lot more, but enough to put some more good hits on the Jap's improved sub hunting ships. Without any overkill. The game just needed a slight pickup in the fun department in the area effected by this MOD. Even though some torpedoes like the MK14, to be fair, could be said to be properly simulated in the game. There was a lot of corruption in the USA industrial production of torpedoes for many years before WWII. From what i've read it was for quite a few years. Resulting in a crisis with duds at one point in the war. And other problems. I think if that were not the case, we probably could have had much better torpedoes throughout the entire war. Not just the final year of the war. After our torpedo problems were finally ironed out. Greedy industrialists had to be kicked into line i guess. |
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#6 |
Watch
![]() Join Date: Feb 2004
Posts: 26
Downloads: 191
Uploads: 0
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The torpedoes seem a bit underpowered in the stock game. Realistically it did not take four torpedoes to sink a medium sized merchant. Is this mod compatible with Patch 1.2?
Or can we use the old Torpedo_zon text tweak file to fix this with the minitweaker in patch 1.2? Thanks in advance for the help. I think the patch really makes this game take off. Edward |
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#7 |
Engineer
![]() Join Date: Apr 2007
Location: South of Buffalo N.Y. USA
Posts: 209
Downloads: 0
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I don't think this mod is needed anymore. Earlyer I ran into a task force with 2 carriers an 2 escort carriers. Since I could only get close to the escort carriers, ~1 an 3/4 miles, I unloaded 6 torpedos, 3 at each escort carriers. 2 torpeods hit each carriers sinking them, one capsizing the other exploding. 1 topedo was a circle goer an the last hit a light carrier behind the last stack an sunk it. Next I ran into 2 passenger liners, sunk one with 2 tops an the other I surfaced to finish the job.
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#8 |
Lucky Jack
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Next stop nuke torps.
![]() One hit on a convoy and good night to the whole convoy.
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Dr Who rest in peace 1963-2017. ![]() To borrow Davros saying...I NAME YOU CHIBNALL THE DESTROYER OF DR WHO YOU KILLED IT! ![]() |
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#9 | |
Helmsman
![]() Join Date: Jan 2006
Posts: 107
Downloads: 0
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![]() Quote:
Seriously though, 25% boost seems to be perfect for my gaming style. I've tried 50% and that seemed to create crippled destroyers that when shot from the chase perspective in their bow, seemed to do over damage where the DD sunk nose first into the sea to frequently. Like almost all the time. When i've yet to even see it happen using 25% boosted MK14. I've never used a super torpedo since there has to be the challenge there in hunting the ships or the game seems senseless in my opinion. |
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#10 |
Gunner
![]() Join Date: Apr 2007
Location: Reno, Nevada.
Posts: 98
Downloads: 394
Uploads: 0
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I would like to have this torpedo mod but one download point says it was removed, and the other wants you to go on a date...Could you e-mail it to me?? richard7016@sbcglobal.net
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#11 |
Machinist's Mate
![]() Join Date: May 2007
Location: Dayton, OH.
Posts: 127
Downloads: 46
Uploads: 0
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Use the Megaupload link, and just to the right of where it says MEGAUPLOAD on that page it has a small window to enter a three character code. Then you have to wait a little bit, but the file is still there...
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#12 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Sweden
Posts: 835
Downloads: 8
Uploads: 0
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Is it possible to have a version for the german torps in U-boat mission too?
Think they also are a little bit to weak. |
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#13 |
Commodore
![]() Join Date: Nov 2002
Posts: 627
Downloads: 57
Uploads: 0
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does this work for 1.4?? also i have just got into SH4 after SH3 for a while. Do you install mods the same? Is there a JDGM type program?
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#14 | |
Watch Officer
![]() Join Date: May 2007
Posts: 339
Downloads: 1
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![]() Quote:
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I only need one torpedo. ![]() |
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#15 |
Watch
![]() Join Date: Mar 2008
Posts: 25
Downloads: 27
Uploads: 0
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is it compatible with 1.5 and u-boat add on?
thanks:rotfl:
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