![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Grey Wolf
![]() Join Date: Mar 2005
Posts: 762
Downloads: 55
Uploads: 0
|
![]()
Always before in SH4, and historically I think, the torpedo arming distance has been about 300 yards. Now in TMO it appears to be 500 +. When I first started with TMO I had 3 torpedos bounce off a target at a little over 300 yards (I have dud torps off). I had to reverse to over 500 yards to get a detonation. Anyone else notice this? Is this right? Thanks.
|
![]() |
![]() |
![]() |
#2 |
Rear Admiral
![]() |
![]()
I was looking at this this morning when i saw this post.
stock is 220 meters. I have it set for 411 meters. I do not know why i did that, or if its correct. I do know someone once told me what the correct arming distance is, and i wonder if that 411 number was meant as feet or yards.. Point being, i suspect im guilty of a conversion error somewhere. Im trying to find what the correct arming distance is, but am having no luck. |
![]() |
![]() |
![]() |
#3 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
|
![]()
It should be 400-450 yards. Sources vary, I was never able to nail it down but it is always quoted as one of those 2 numbers for Mk14s.
The stock value (220m) is absurdly low. |
![]() |
![]() |
![]() |
#4 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
|
![]()
BTW, this long range was very intentional. Fear of the magnetic exploder reacting to the submarine. That is also why fish were fired at 8 second intervals (~200 yard spacing), to avoid mag exploder fratricide of fish.
tater |
![]() |
![]() |
![]() |
#5 |
Grey Wolf
![]() Join Date: Mar 2005
Posts: 762
Downloads: 55
Uploads: 0
|
![]()
Ok, thanks.
|
![]() |
![]() |
![]() |
#6 |
Rear Admiral
![]() |
![]()
Sweet! I dont have to do anything!
![]() ![]() |
![]() |
![]() |
![]() |
#7 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
|
![]()
No, there was long discussion of it with the hardcore torpedo mod.
![]() I'd have been yelling long ago if it was 220 still ![]() tater |
![]() |
![]() |
![]() |
#8 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
|
![]()
have them set at 150 m for impact and 250 m for magnetic, accoustic being 400 + straight run 400 m.
will try to find real values for ijn torps now so as to set the last values to realistic. k |
![]() |
![]() |
![]() |
#9 |
Grey Wolf
![]() Join Date: Sep 2007
Posts: 921
Downloads: 75
Uploads: 0
|
![]()
400 to 450 is what I've found so far too. The most common number is 450. I think LukeFF had the same results in his research. Even with this setting, a couple of boats had the safety fail and the torpedo detonated a couple hundred yards from the boat. Then there are the boats where a fish stuck in the tube.
![]() What tater talked about is called "countermining" and the delay isn't just for premature detonations. If the spread is small and the firing interval too short, here's what could happen in real life. The explosion from a hit by the first fish of a 3 torpedo spread can cause the second torpedo to detonate away from the target, which may or may not be close enough to do any damage, and the 2nd fish exploding which will in turn cause the 3rd torpedo to detonate- which will be too far away to do any damage. (Never checked to see if countermining happens in SH4, hmmm.....:hmm ![]() Probably one of the reasons you don't see a salvo button for fleet boats. If you can't use the keyboard to fire, move to the next tube, and then use the mouse to change the spread angle in less than 8-10 seconds, you need some practice. ![]()
__________________
"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. ![]() System: AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card NVIDIA 1660 Super OC | Windows 10 Last edited by swdw; 04-09-08 at 07:06 PM. |
![]() |
![]() |
![]() |
#10 |
Torpedoman
![]() Join Date: Apr 2005
Location: S. Florida
Posts: 118
Downloads: 23
Uploads: 0
|
![]()
I do believe I've actually experienced countermining in Sh4. It might have been coincidence, but when I've been a bit overzealous, and didn't spread them out enough, the second torpedo would detonate away from the ship. This usually occured if the fish were following one another almost nose to tail, with a couple of feet between.
I always assumed this was happening, just didn't know what it was called. Thanks for the knowledge! |
![]() |
![]() |
![]() |
#11 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
|
I felt I needed to reserict this old thread.
In TMO 1.8 beta arming distance has been set out to 600 Yds, makeing it incresingly difficult to hit inbound escorts. No one tells, how to, what files,or where, to reset arming distance back to 450/500 That is Historicly correct. Please would some kind soul, enlighten on my account.
|
![]() |
![]() |
![]() |
#12 |
Rear Admiral
![]() |
![]()
All torpedo arming distances for US torpedos in TMO, is set at 411 meters or 449.475 yards. Not 600 yards. I have no idea what gave you that idea. I just checked the files, you can do so yourself if you haven't already, its right there in black and white in S3d. US_torpedos.sim
|
![]() |
![]() |
![]() |
#13 | |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
|
OK Duci, I will look again.
Quote:
I have had fish set to shallow bounce off at 500 Yds. Thus my concern. This is late war ? Last edited by donut; 09-15-09 at 01:54 PM. |
|
![]() |
![]() |
![]() |
#14 | |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
|
Found in 1.62 full, but not in up-grade to 1.8
Quote:
|
|
![]() |
![]() |
![]() |
#15 |
Navy Seal
![]() |
![]()
400 yards is arming distance in TMO...I reguarly use the "down the throat shot" against enemy escorts...in stock i would fire from 600 yards but TMO escorts are skilled and turn away faster, so have been waiting shorter and shorted distances.Well i misjudged the range thinking i was at 450 yards...turns out i was at 400(confirmed by sonar) when i fire, both torpedos hit and blew the DD out of the water as i dove under it.
|
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|