SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Closed Thread
 
Thread Tools Display Modes
Old 11-21-08, 03:11 PM   #1
Gorshkov
Commodore
 
Join Date: Mar 2007
Posts: 604
Downloads: 139
Uploads: 0
Default Correction of torpedo damage power in SH4

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.
Gorshkov is offline  
Old 11-21-08, 03:18 PM   #2
skwasjer
The Old Man
 
Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
Default

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...

Last edited by skwasjer; 11-21-08 at 03:21 PM.
skwasjer is offline  
Old 11-21-08, 03:28 PM   #3
Gorshkov
Commodore
 
Join Date: Mar 2007
Posts: 604
Downloads: 139
Uploads: 0
Default

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.
Gorshkov is offline  
Old 11-21-08, 04:32 PM   #4
vanjast
Sea Lord
 
Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,740
Downloads: 825
Uploads: 4
Default

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:
vanjast is offline  
Old 11-21-08, 04:38 PM   #5
keltos01
Silent Hunter
 
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
Default





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
__________________
"Honorable Builder of Sinking Ships"


Last edited by keltos01; 11-21-08 at 04:43 PM.
keltos01 is offline  
Old 11-21-08, 04:56 PM   #6
Gorshkov
Commodore
 
Join Date: Mar 2007
Posts: 604
Downloads: 139
Uploads: 0
Default

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.
Gorshkov is offline  
Old 11-21-08, 04:27 PM   #7
Nisgeis
Ocean Warrior
 
Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
Default

Quote:
Originally Posted by skwasjer
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...
You're right about the different explosive potentials. Torpex had aluminium powder mixed in, to take advantage of the oxygen produced in the explosion, to add more heat and expansion. Torpex has been quoted as being 50% more powerful than TNT and I haven't seen anyone disagree with this figure, so 100kg of torpex euqates to 150 kg of TNT.
__________________
--------------------------------
This space left intentionally blank.

Last edited by Nisgeis; 11-21-08 at 04:28 PM.
Nisgeis is offline  
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 08:28 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.