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#1 |
Loader
![]() Join Date: May 2012
Location: Daphne, Alabama, C.S.A.
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1.) You can adjust the Mk 14 only based on the range to the target.
The slower setting is for distant targets and the faster setting is for close targets. You should never, never, never, NEVER use the slow speed against a target close enough to use the high speed against, because it will give the target more time to react and avoid the fish. 2.) YES! Torpedoes can not only do that, they can: 1.) hit the target and not do anything, 2.) run too deep and miss under the target, 3.) explode prematurely without making it to the target, and 4.) run in a circle and blow up your sub! The MK10 on the S-class is less likely to do any of these things. I use them on newer boats as well until late '43 for this reason. You can also do certain things with the Mk14 ('glancing blow' shots, disabling magnetic detonators, setting them for 5 foot run depths, firing them on runs as near as possible to your course) that will mitigate these, but the possibilities are always there. 3.) There is really no 'best' or 'worst' class- they all have unique attributes, some are more challenging than others due to their ranges or smaller torpedo loads, though. For the beginner, choose the submarine at the bottom of the list! This will be the newest and most capable model. The ones above it are older and will present greater challenges as you work oyur way back up the list. |
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#2 | |
Stowaway
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#3 |
Stowaway
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If I ping the bottom to get depth can destroyers hear my ping ?
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#4 | |
Loader
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![]() Active sonar in the presence of an enemy vessel is to be avoided at all costs. It's kind of like using a flashlight to find someone hiding from you in the dark- you might be able to find them if you happen to point the light in the right direction... but it's a lot easier for them to see your light shining around while you look for them! |
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#5 | |
Stowaway
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#6 |
Electrician's Mate
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I read in another thread that you should fire torpedoes at intervals of 8 seconds or more. Apparently, if they are closer to each other, they have a greater tendency to explode prematurely. 8 seconds is about the length of time it takes to hear the "torpedo in the water" call. But if you wish to fire 4 or more at a single target, you may have to fire at closer intervals.
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"Not all those who wander are lost." - JRR Tolkien |
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#7 | |
Stowaway
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#8 | |
Navy Seal
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#9 |
Sea Lord
![]() Join Date: Sep 2007
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Well mine hit me but it was a dud.
![]() ![]() Duds can be a good thing sometimes. ![]() Magic
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Reported lost 11 Feb. 1942 Signature by depthtok33l |
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#10 | |
Watch
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Frustrating as hell at the time lol |
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#11 |
Sea Lord
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The early Mk 14 Torpedoes! The bane of the Silent Service!
Never use magnetic detonators! Never set them deeper than the shallowest setting allowed, and pray they don't run too deep! Never fire them with more than 10 degrees off from the "0" mark of the scope(s), and TBT. And I have had up to 80% of torpedoes fail from the loadout of fish at the start of a patrol. Also, those twitchy Mk14s? They don't like rough water either.
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A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
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#12 | |
Grey Wolf
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#13 |
Sea Lord
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Yes, I do the procedures that they did, even after the torpedoes are sorted out, and the depth keeping, and firing pin issues get fixed.
With TMO you still have to worry about the occassional circle runner.
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A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
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