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#1 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
Uploads: 0
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Hello all. I made various tweaks to the torpedoes, all in the readme, the most important one is the Mk10 tweak. This torpedo cannot be fired anymore with a gyro angle. It must be fired while aiming the whole sub. See the readme for details.
Edit Readme: Based on the work of CCIP, who made the torpedo hardcore mod. Basic changes: -All torpedoes: -Impulse powers increased -Arming distances from 200 to 400 mtr -Mk 10: -Tweaked depth keeping error to occur max 12 feet. -This torpedo never had a gyro setting capability, therefore it's removed. This basically means you'll have to aim this torpedo with the ship. TDC is usefull for knowing where the ship is, but not as an aiming tool, for the torpedo will ALWAYS run straight. -The DUD chances on impact have been reduced. The Mk10 did not have the same pistol problems as Mk 14. There still is a chance there for a dud, to simulate the torpedoes being old and worn. -Mk 14: -Wave effects are slightly reduced -Depth keeping error to max 12 ft. -Mk 16: -Had none of the pistol issues of Mk 14, corrected in this file. -Mk 18: -Was a poor performing torpedo (abandoned 1950) and it's tweaked in this file to simulate that fact. -Mk 27: -This was a passive homer. Should be fired at 100 - 150 ft depth to avoid the little bugger to home on to yourself. At this moment I don't know how to tweak this, maybe a future project. -The tweaks made on this torpedo are the explosive power (reduced) and the straight run/arming distance which are both set at 400 mtr. Tested this for about 8 real life hours (approx 2 weeks of sim time) and found it to be working. Especially the Mk 10 is a challenge. Hope you like it Bando V2 http://files.filefront.com/Torpedo+t.../fileinfo.html
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Regards, Bando Last edited by Bando; 08-18-07 at 08:02 PM. |
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