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Old 03-22-07, 09:15 PM   #1
boatfull
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Default Please Fix the Damage Model!!!

Arrrrgh!!! in the middle of a convoy and I get hits galore but no sinkings.
two fish in a small merchant should sink it(if not slow it down)

Come on Ubi I've only got a limited amount of torps and the reload time
is a killer.

Please Fix!!!
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Old 03-22-07, 09:50 PM   #2
Liszt_
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magnetic or contact torpedo exposion settings? default on a tube I believe is magnetic and it is not nearly as reliable as contact from what I've read.
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Old 03-22-07, 10:14 PM   #3
boatfull
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Quote:
Originally Posted by Liszt_
magnetic or contact torpedo exposion settings? default on a tube I believe is magnetic and it is not nearly as reliable as contact from what I've read.
Just contacts for now(I will try magnetic) its strange I sank a cruiser with two torps but merchants need three or more torps to take down.
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Old 03-22-07, 10:16 PM   #4
SteamWake
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Being a sub driver can ... at times... be an aggrivating experience.
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Old 03-22-07, 10:32 PM   #5
castorp345
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Quote:
Originally Posted by boatfull
hits galore but no sinkings
these'd be mark 14's?
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Old 03-22-07, 10:48 PM   #6
P_Funk
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Hey weren't the American torpedoes in the first 2 years of the war so supremely defective that they often failed to go off and also ran deeper than the settings said? Is that fact modeled by SH4?

I believe I read that there was an instance where one boat had collectively fired around 70 torpedo hits and only one had gone off, the rest not detonating.
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Old 03-23-07, 12:44 AM   #7
spinkick
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honestly. when i see the torps hit the merchants, there are no holes in the hull like the destroyers. Anyone else notice this?
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Old 03-23-07, 12:45 AM   #8
CCIP
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I personally find the ships far too easy to sink, and failures too rare.

I'm spoiled by NYGM, perhaps :p
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Old 03-23-07, 01:00 AM   #9
nvdrifter
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The different types of torpedo failures can be modded in the Torpedoes_US.sim file. Failures such as premature, dud, deviation, circle runner chance, gyro problems chance,and depth keeping problems chance values can be changed. Anyone? Anyone?
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Old 03-23-07, 01:13 AM   #10
NefariousKoel
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I've had much success using only Contact on them.

Perhaps part of the problem is that the contact/contact& influence setting will reset itself to it's default Contact&Influence setting if you don't fire fast enough.

I have had quite a few default to that just before I hit the fire button. The influence detonators on the stinkin things almost always blow up on their own before getting very close to the target. Way too touchy those magnetic detonators.
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Old 03-23-07, 01:32 AM   #11
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I wonder if they modeled in "low order detonations"? For those who don't know what that is,it's when the primer charge goes off and doesn't set off the torpex. That was another of the many problems MKIV torps had in contact mode.

Not enough explosive power to damage the target,but I imagine it scared the crap out of the crew on the target.
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Old 03-23-07, 02:09 AM   #12
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I've noticed the same, warships taking 2 fish at the max and cargo's just taking hit after hit
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