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 > Silent Hunter 4: Wolves of the Pacific
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 08-07-10, 03:31 AM   #1
TwinStackPete379
Gunner
 
Join Date: Aug 2009
Location: In my chair playing SHIV
Posts: 99
Downloads: 32
Uploads: 0
Default TMO 1.8 Torps

If this addressed someplace else, I could not find it. Here's what i got. I'm Giving TMO 1.8 another shot, I haven't had luck in the past with it. So, I line up an O'Kane attack on a DD, and fire 3 torps. I saved it before the shot, when the torps look like they're gonna hit, they pass thru the target. so I load save backup and try agin experimenting with the torp settings. All my apparent hits are passing right thru the target...every time. Here's my question: If a torpedo is a dud, will it pass thru the target? It could be I just have 3 duds, but, I'm not sure how duds behave.
__________________
TwinStackPete379 is offline   Reply With Quote
Old 08-07-10, 04:09 AM   #2
Diopos
Ace of the Deep
 
Join Date: Jul 2008
Location: Athens, the original one.
Posts: 1,226
Downloads: 9
Uploads: 0
Default

Are you sure your torps are passing "through" and not "under" the target?


.
__________________
- Oh God! They're all over the place! CRASH DIVE!!!
- Ehm... we can't honey. We're in the car right now.
- What?... er right... Doesn't matter! We'll give it a try anyway!
Diopos is offline   Reply With Quote
Old 08-07-10, 07:21 AM   #3
Armistead
Rear Admiral
 
Join Date: Dec 2008
Location: on the Dan
Posts: 10,880
Downloads: 364
Uploads: 0


Default

I play TMO2 now, but played 1.8 for a long time and never had that problem.

Remember, you're shooting at a DD, not sure which one, but most ride high on the water. Even if you set your torps on the lowest setting, say 5ft, early in the war those torps always ran much deeper, usually about 9 ft in game. I agree, your torps are running under, not through.

Duds will hit the ship and bounce off it and just sink. You should get a message dud torpedo. Prematures will just explode in route. Still, early war probably best to set your torps to influence since they will probably run deep.

Next time you shoot, use the external cam and follow the torpedo and you should see it passing under. Try shooting some merchants and you shoudn't have the problem, just don't run torps at the keel line early war.
Armistead is offline   Reply With Quote
Old 08-07-10, 07:37 AM   #4
TwinStackPete379
Gunner
 
Join Date: Aug 2009
Location: In my chair playing SHIV
Posts: 99
Downloads: 32
Uploads: 0
Default

Thanks for the quick reply. Yeah i used the external cam. the last couple of tries it looked like they went thru, but who knows for sure? TMO is up to 2.0 now? That's the latest version? oh boy. going to look now
__________________
TwinStackPete379 is offline   Reply With Quote
Old 08-07-10, 07:53 AM   #5
TwinStackPete379
Gunner
 
Join Date: Aug 2009
Location: In my chair playing SHIV
Posts: 99
Downloads: 32
Uploads: 0
Default

ok...I found it even tho i was looking for 2.0 last night. when i google "trigger Maru overhauled 2.0" the links pop up, i go to them, then i see the date of Ducimus' post and think to my self "how did 2.0 come out in '07?" (or was it '08? I'm working from memory here and it's not so good anymore) Then in a moment of clarity i check the bottom and realize the post was edited last just 2 months ago. If my head wasn't attached...
__________________
TwinStackPete379 is offline   Reply With Quote
Old 08-07-10, 02:58 PM   #6
Admiral8Q
Ace of the Deep
 
Join Date: Jul 2002
Location: Prince Edward Island, Canada
Posts: 1,077
Downloads: 24
Uploads: 0


Default

Quote:
Originally Posted by Diopos View Post
Are you sure your torps are passing "through" and not "under" the target?
That's what I was thinking also.

Yes TwinStackPete, TMO 2.0 is revamped for better play.
__________________


Admiral8Q is offline   Reply With Quote
Old 08-07-10, 03:13 PM   #7
TwinStackPete379
Gunner
 
Join Date: Aug 2009
Location: In my chair playing SHIV
Posts: 99
Downloads: 32
Uploads: 0
Default

Yeah, I'm halfway through the first patrol on 2.0. all i can say is wow! As far as my torp problem earlier....I bet they were going under. Which is fine because i thought maybe i had a nasty glitch, but, no. That twin gun Narwhal is so friggin neat. I know the next skin i'm making.
__________________
TwinStackPete379 is offline   Reply With Quote
Old 08-07-10, 09:08 PM   #8
Admiral8Q
Ace of the Deep
 
Join Date: Jul 2002
Location: Prince Edward Island, Canada
Posts: 1,077
Downloads: 24
Uploads: 0


Default

TS Pete, my recommendation is to take Mark 10's up until mid 1943. Those Mark 14's are a bitch. They run too deep, they explode prematurely or not at all, more duds than good ones.
__________________


Admiral8Q is offline   Reply With Quote
Old 08-08-10, 11:00 PM   #9
TwinStackPete379
Gunner
 
Join Date: Aug 2009
Location: In my chair playing SHIV
Posts: 99
Downloads: 32
Uploads: 0
Default

8Q i took ur advice. i loaded up MK10s on the third patrol. That last patrol was useless. i came back with 2 fish and out of the rest, 3 detonated.
In a moment of frustration i surfaced and let the deck guns loose. I love this new boat.
__________________
TwinStackPete379 is offline   Reply With Quote
Old 08-09-10, 04:55 AM   #10
Spieder3
Swabbie
 
Join Date: Jul 2010
Posts: 9
Downloads: 86
Uploads: 0
Default

I have the same problem with the TMO 1.7.
Lots of torpedos start and dive, and passing under the target.
Sometimes the torpedos exploding in the middle of the range to the target. (1000 Yards)
I have no idea what I did wrong. It's frustrating!
I have only SH4 1.4, can't install TMO 2.0.

Last edited by Spieder3; 08-09-10 at 06:38 AM.
Spieder3 is offline   Reply With Quote
Old 08-09-10, 07:17 AM   #11
TwinStackPete379
Gunner
 
Join Date: Aug 2009
Location: In my chair playing SHIV
Posts: 99
Downloads: 32
Uploads: 0
Default

Spieder, find yourself a copy of "Silent Hunter Wolves of the Pacific" *GOLD EDITION* It's got what you need to install 2.0. I found mine in the States. Someone has it somewhere for sale.
__________________
TwinStackPete379 is offline   Reply With Quote
Old 08-09-10, 07:49 AM   #12
Spieder3
Swabbie
 
Join Date: Jul 2010
Posts: 9
Downloads: 86
Uploads: 0
Default

But thats not the solution for my problem.
It's not normal that torpedos exploding without reason, or?
The problem is, the TMO 1.7 is very good, but without this mod I have hardly problems with torpedos.



Spieder3 is offline   Reply With Quote
Old 08-09-10, 08:38 AM   #13
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

Quote:
Originally Posted by Spieder3 View Post
But thats not the solution for my problem.
It's not normal that torpedos exploding without reason, or?
The problem is, the TMO 1.7 is very good, but without this mod I have hardly problems with torpedos.



It's very normal for early mk14s to explode "without a reason."

They were notorious for this, in fact. In many ways, it likely contributed to later japanese losses because they got complacent about submarines...
tater is offline   Reply With Quote
Old 08-09-10, 08:58 AM   #14
Spieder3
Swabbie
 
Join Date: Jul 2010
Posts: 9
Downloads: 86
Uploads: 0
Default

Ok, but for a test I had shot 6 topredos at the same time, 4 torpedos exploding. Not very realistic.
But my problem is the dive deep. The torpedos come out my boat and run under approx. 8 meters. I can do anything against that.
Sorry for my english.
Spieder3 is offline   Reply With Quote
Old 08-09-10, 09:10 AM   #15
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

US Mk14 fish always ran deep at the start of the war. ALWAYS. The Navy was too cheap to test them with a real warhead, and used a dummy that was significantly lighter. The average value of this was 11 feet as I recall.

In addition, the magnetic pistol failed often. More likely than not to fail.

On top of THAT, the contact pistol was ALSO faulty. If they hit close to 90°, the detonator would break and fail to explode.

Read some early war patrol reports—they sound a lot like your post
tater is offline   Reply With Quote
Reply


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 09:26 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.