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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sailor man
![]() Join Date: Mar 2005
Posts: 43
Downloads: 106
Uploads: 0
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what is it with the mk14 duds? runnin TMO/RSRD, and if its not a depth problem, or pre-detonation, its the dang things bouncin off the keel!
lol if i had known the mk14's were such crap, i would have taken some mk10's instead, already used all them that i had in my aft tubes tho ![]() would runnin the mk 14's on slow/contact only/shallow depth would help? |
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#2 |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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Turn off magnetic and shoot them so they hit the hull at a 'glancing blow' angle. 90 degree shots will fail more than glancing blows. Setting then to run shallower than you want will help as well, as they run deep.
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#3 |
A-ganger
![]() Join Date: Jun 2010
Location: Germany
Posts: 77
Downloads: 7
Uploads: 0
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Set them to slow speed, too. High speed was the original killer, as the detonator (used from the Mk10 which run slow and weigh less) was deformed on contact from the forces of the impact before doing his job. The game seems to simulate this really good.
My usual Mk14 runs slow, explodes on impact in a depth of 13ft (or less for DDs and small targets), hitting on a non-90° angle. I reach a dud rate of 1-3 out of 22 with that. |
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#4 |
Rear Admiral
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Also,
Heavy seas, set to contact, calm seas influence. Still, they're broken torps to 43, so follow all advice, it will give you some increase...but not much. |
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#5 |
Sparky
![]() Join Date: Jan 2009
Location: running silent 700 meters off your starboard bow..
Posts: 152
Downloads: 50
Uploads: 0
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just be glad they dont run a circle and hit you.
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#6 |
Sailor man
![]() Join Date: Mar 2005
Posts: 43
Downloads: 106
Uploads: 0
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lol yea, thanks.
now im gunna have to work on my non-90 degree angle shots, been usin fast 90 entire time, which is prolly why 2 out of every 4 torps are duds, if not more. had an entire batch fail. next time im leavin port with mk10's lol. |
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