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#1 |
Commodore
![]() Join Date: Mar 2007
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I finally run S3D editor and I have discovered torpedo damage settings in stock game. Here you are:
1. US torpedoes: all have the same AP=100 value and listed below hit points (HP) ranges and damage radii: - Mk-27: 50-100 HP, 1.5-5 m - Mk-10 : 80-160HP, 3-6 m - Mk-14: 100-170 HP, 3-7 m - Mk-16: 180 - 350 HP, 3.5-8 m - Mk-18: 120-180 HP, 3-7 m - Mk-23: 120-180 HP, 3-7 m For comparison their real warhead's weight are as follows: - Mk-27: 47 kg torpex - Mk-10: 225 kg TNT = 150 kg torpex - Mk-14: 292 kg torpex - Mk-16: 428 kg torpex - Mk-18: 261 kg torpex - Mk-23: 292 kg torpex As we can see there are several bugs here: - Mk-18 should have Mk-14's HP value and vice-versa - Mk-10 is too powerful - Mk-27 also seems to be overpowered 2. German torpedoes - all have identical AP=100 value and damage radii set at 3-7 m. Their HP values are as follows: - T-I: 120-180 HP - T-II: 120-180 HP - T-III: 120-180 HP - T-IV: 120-180 HP - T-V: 120-180 HP - T-VII LUT: 120-180 HP - T-XI: 120-180 HP - T-I FAT I: 80-160 HP - T-III FAT II: 80-160 HP - T-I LUT I: 80-160 HP - T-III LUT II: 120-180 HP As we can see all German torps are scaled as US stock Mk-18 and Mk-23 equivalents but majority of FAT/LUT torps are Mk-10 equivalents. Of course this is not true. In reality late-war German torps had warheads with weight close to Mk-16 and German acoustic torps had warhead's weight close to stock Mk-18. Now I'll try to correct all this bugs in my mod similar to Webster's one but being much more detailed. So I am waiting for your suggestions. PS. Beware my mod will apply only to STOCK sinking model!!! Here you are link to my most up to date mod version (still BETA!). http://hosted.filefront.com/GorshkovPL/ Last edited by Gorshkov; 11-23-08 at 08:09 PM. |
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#2 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
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I may be wrong, and I'm no expert on this matter either, but I remember reading torpedoes carried compounds of different materials, torpex being one, but also aluminum oxide or something, and some other ingredients.
Different mixes gave different explosive power, and less weight did not necessarily mean less explosive power. Some compounds also worked better when used with magnetic fuses, below the ship. Anyway, I just speak from what I remember I read, so don't slap me if I talk out of my ass...
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO Last edited by skwasjer; 11-21-08 at 03:21 PM. |
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#3 |
Commodore
![]() Join Date: Mar 2007
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Generally speaking you are right because various explosives have different explosive power for the same mass. Yet for US torps I scaled all their weights to the same explosive i.e. Torpex. Thus we can compare US torps each other.
German torps used Hexanite as filler which has almost similar to Torpex explosive power as I think. Besides on this great technical website I found data about their real weights that were increasing during the war from 260 kg to 420 kg. Yet their filler was always Hexanite. Last edited by Gorshkov; 11-21-08 at 03:34 PM. |
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#4 |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
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I had a look at this and where you'll notice the big difference between RFB and Stock is the 'Blast Radius'. RFB has a lesser value so it reduces the torp damage effect within the compartments of the ship.
I'm not sure how the game engine calculates damage, but logically thinking it's probably a combination of the AP and Blast Radius values. I would start at AP multiplied by Radius = X and test from there. Why I say this is because I solved a major Toll Road problem with such a simple multiplication. No one would believe that it was so simple.... I digress :rotfl: |
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#5 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
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![]() ![]() ![]() if you download my IJN torpedo mod and the other one with the mk28 and british mark VIII** torpedo you'll find an Excell spreadsheet in each folder. I made formulas to give the right explosive power to all my torpedoes, IJN and US/British alike. You can use that if you want, it computes all parameters including blast radius etc.. Keltos Last edited by keltos01; 11-21-08 at 04:43 PM. |
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#6 |
Commodore
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Thanks, Keltos! Certainly I'll try your calculation formulas. In fact I calculated new values myself and I have been testing them right now. They seem good but this is only a beginning of testing process.
Oh, I forgot to ask Keltos if his torpedo mods are designed for stock or RFB sinking model??? That's crucial for me! Last edited by Gorshkov; 11-21-08 at 06:17 PM. |
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#7 | |
Ocean Warrior
![]() Join Date: Jan 2008
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