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#1 |
Swabbie
![]() Join Date: Nov 2010
Posts: 13
Downloads: 15
Uploads: 0
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TMO - duds and duds and more duds!!
Hey guys,
so i managed to get the expansion and install TMO2.5 (got rid of sh5!), anyway, first mission and I am face to face with a small convoy :2 destroyers and merchant maru. So, I got the sub at the perfect position, set up my solution, and fired 4 toprs from an approximate distance 2000+yards and down I go! Happily waiting for my crew guy to report torpedo impact!! right? and so here we go: Crew Guy: Torpedo is a dud sir! (what the hell, i have another 3 ![]() Crew Guy: Torpedo is a dud sir! (Hmm, unlucky! ![]() Crew guy: Torpedo is a dud sir! (What in the blue hell???????? ![]() Crew guy: Torpedo is a dud sir! (For the love of god!!!!!!!!! ![]() Come on!!!!!!!!! all four??????????????? hahahaha |
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#2 | |
Mate
![]() Join Date: Mar 2005
Posts: 57
Downloads: 255
Uploads: 0
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http://en.wikipedia.org/wiki/Mark_14_torpedo
Quote:
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#3 |
Swabbie
![]() Join Date: Nov 2010
Posts: 13
Downloads: 15
Uploads: 0
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really??
where should i fire from!? ![]() How fast can i replace this "plague" ! ![]() |
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#4 |
The Old Man
![]() Join Date: Aug 2006
Location: Yonkers, NY U.S.A.
Posts: 1,507
Downloads: 154
Uploads: 0
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U.S. torpedoes were plagued with problems early on in the war. Both the exploder and depth keeping mechanism were faulty. Your best bet early war, is to set the torpedo depth as shallow as possible, set the torpedo speed to slow, and try to fire at an angle other than 90 degrees.
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#5 |
Eternal Patrol
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On top of the magnetic pistol and depth-keeping problems they discovered that if the impact pistol struck from a perfect 90-degree angle it had a good chance of crushing the firing pin and not exploding. Striking at a technically "worse" angle made the torpedo explode. Surprisingly the Germans had the opposite problem - impact-set torpedoes would only explode at a 90-degree angle.
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“Never do anything you can't take back.” —Rocky Russo |
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#6 |
Rear Admiral
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![]() Duci's Weather rock for Torpedo firing If sea is windy, use impact. Getting to the target is half the problem.
If sea is calm, use magnetic. Getting to the target isn't the problem. |
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#7 |
Helmsman
![]() Join Date: Apr 2010
Location: underwater
Posts: 107
Downloads: 333
Uploads: 0
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I used this advice in early 42 and get quite a bit of my torpedoes to detonate along with setting depth at zero and use low speed when possible. Since it is his mod he would know. The only problem I have now is that once they do detonate the DD's know I am there and getting away from them is a whole other issue for me.
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#8 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() Quote:
A couple of technical questions: |
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#9 | |
Engineer
![]() Join Date: Nov 2009
Location: Dominican Republic
Posts: 203
Downloads: 191
Uploads: 1
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![]() Quote:
http://www.subsim.com/radioroom/showthread.php?t=190928 Following some good piece of advise given here fixed my problems. By the end of '43 everything is "cool". |
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#10 | |
Swabbie
![]() Join Date: Nov 2010
Posts: 13
Downloads: 15
Uploads: 0
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![]() Quote:
![]() iam early 41 patrol ![]() will try with all tips given! |
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