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Old 01-14-12, 08:32 PM   #1
jason210
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Default What is the speed of the G7a in Sh5?

What is the speed of the G7a in Sh5? In the game info the speed is given as 44-40-30.

I guess that means three different settings but I read on Wiki that the 44 kt setting was only used by torpedo boats: http://en.wikipedia.org/wiki/G7a_torpedo

That would make the Fast setting for U-boats 40 kts. However, my manual solutions are consistently missing their targets by passing the bow a few metres in front. It could be that the target is slowing down in the last few seconds before impact (having spotted the wake of the torpedo) or it could be that the torpedo's are going faster than I think. Of course it could be that my calculations are missing something. I need to know which, so if anyone knows for certain their speed please let me know.

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Old 01-14-12, 09:12 PM   #2
Hinrich Schwab
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If your manual solutions are missing, it may be because of estimation errors. If you are not running the Torpedo Skill Speed Fix mod, the torpedo speed boost from the Torpedoman's broken skills will always cause this overshoot problem. Another possible issue is aspect change in the target. If the target zig-zags or makes a course change, the speed drop during its maneuver may result in a similar overshoot situation. More likely than not, it is probably the broken Torpedoman skills.
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Old 01-15-12, 06:17 AM   #3
jason210
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As I said, the target could be slowing down if the torpedo wake is spotted. That's why I need to to check first if there are any issues with the torpedos or torpedo speeds. What is this torpedo speed fix? I have several mods already installed, and perhaps the fix has been integrated into one of these?

Accurate German Flags
Capthelms SH5 Audio Mod
IRAI_0_0_30_ByTheDarkWraith
Equip_Upgrades_Fix_1_4_AFFOE_151
SteelViking's Interior Mod V1.2
FX_Update_0_0_19_ByTheDarkWraith
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment SH5 Basemod (normal ) V2.1
Stormys DBSM SH5 v1.3 optional louder engine sounds
NewUIs_TDC_6_9_0_ByTheDarkWraith
OPEN HORIZONS II_full v1.6
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.6)

Since the shots are manual then the Torpedo man shouldn't be affecting anything. I use a speed of 40 kts in my calculation, but they appear to doing a little faster. Perhaps they are set to 44? At 44 knots they are hitting the target almost spot on over a range of 3000m
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Last edited by jason210; 01-15-12 at 06:52 AM.
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Old 01-15-12, 06:40 AM   #4
Commander Mysenses
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Quote:
Originally Posted by jason210 View Post
Since the shots are manual then the Torpedo man shouldn't be affecting anything. I use a speed of 40 kts in my calculation, but they appear to doing a little faster.
If you have increased the torpedo man's skills, but not installed "Torpedo Skill Speed Fix" then all eels will go faster than they should and your solutions will be screwed up (manual or auto). The only options are, to not upgrade the torpedo man's skills, or install the mod to fix it.
(not sure what the devs were thinking when they did that!!)
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Old 01-15-12, 08:58 AM   #5
jason210
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I see...

I had indeed moved the skill to increase loading time. As far as I know I have not added any mod to fix torpedo speeds - don't know if that fix is included in any of the mods installed in my list.

Is it better not to change the crew skills, then, as it seems to give them and the sub unrealistic attributes. Incidently, I can't find that fix anywhere. Could you help me with that?

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Old 01-15-12, 09:56 AM   #6
jason210
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Default G7a Speed

Ok, since no-one has said what speed these eels should be doing, I have done some tests in SH5 with the G7a set on "Fast". The torpedo crew skill was set to neutral.

I fired a G7a torpedo and timed it for 3 minutes. I repeated this four times.

Each time I got a consistent result. After 3 minutes the torpedo covered 4050 metres. This gives a speed of 43.2 Knots.

This speed is quite close to the torpedo's maximum speed of 44kts. Also, if I use this speed in my manual solutions, the torpedos are hitting more or less spot on, even over a distance of 4000 metres.
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Old 01-15-12, 11:33 AM   #7
Commander Mysenses
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Quote:
Originally Posted by jason210 View Post
Is it better not to change the crew skills, then, as it seems to give them and the sub unrealistic attributes.
You might want to look at these,
[REL] No magic skills

[REL] SAS special abilities simplified (SH5)
[REL] sobers green crew training SH5


Quote:
Incidently, I can't find that fix anywhere. Could you help me with that?
http://www.subsim.com/radioroom/showthread.php?t=169477
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