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#1 | |
Ace of the Deep
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![]() Quote:
I've heard the frugal Depression era economics get a lot of the blame. A torpedo was considered to be an expensive item to the fleet budget for practice purposes. Therefore torpedoes were not tested to destruction. They were fired against soft targets with floatable warheads so they could be salvaged for reuse. Seems crazy in retrospect that the warheads were almost never tested. |
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#2 |
Torpedoman
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The Einstein incident is related on pg 119 of Russell Crenshaw's book, The Battle of Tassafaronga, Naval Institute Press.
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Cordially, Neil CAPT USN (Ret.) |
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#3 |
Silent Hunter
![]() Join Date: Sep 2010
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![]() I did read something about Einstein suggesting a way to fix the Mk. 6 exploder in another source, but there wasn't that much detail. |
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#4 |
Machinist's Mate
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So how does all that translate to the game?
Am I going to have to put up with the duds, and perhaps reducing their number by trying off-90 degree shots, until I get a new boat or torpedoes (not that I know how that works - don't know how to choose armaments yet) in 1943? Last edited by Raven Morpheus; 01-19-14 at 09:41 AM. |
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#5 | |
Torpedoman
![]() Join Date: Aug 2005
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I don't think that aiming for glancing shots decreases the dud rate in game. At least I haven't seen that. TMO's dud rate goes to zero in accord with the fixes the navy implemented in the summer of '43. Seems like all torpedoes loaded after June '43 fuze correctly. You could always go into game options and just check the no duds box. The purists hereabouts disapprove, but hey it's your game.
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Cordially, Neil CAPT USN (Ret.) Last edited by neilbyrne; 01-19-14 at 04:50 PM. |
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#6 |
DILLIGAF
Join Date: Feb 2007
Location: florida
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http://www.hnsa.org/doc/torpedo/index.htm
It is my belief that if the core rod had been cut one half to one inch shorter the dud rate would have went down drastically. Premature detonations was most likely the fault of moisture in the detonator mechanism. I have noticed in the game with the mods I am running the dud rate does not significantly drop until mid to late 1943. Until then ... happy suffering. http://www.historynet.com/us-torpedo...rld-war-ii.htm Generic Mod Enabler - v2.6.0.157 1_TriggerMaru_Overhaul_2-5 1_TMO_25_small_patch RSRDC_TMO_V502 RSRDC_V5xx_Patch1 Traveller Mod v2.6 TMO #1 Real Environment mod install Traveller Mod 2.6 Patch 1 - ISE v3 Patch #4 Warships retextured Traveller Mod 2.6 No Midway Transfer Traveller Mod 2.6 No DC Camera Shake Traveller Mod 2.6 Larger Search Patterns Traveller Mod 2.6 Harder Enemy AI Escorts Traveller Mod 2.6 Automatic Ship ID Traveller Alternate Main Loading Screens Convoy Routes TMO+RSRD tambor198's TMO+RSRDC missions pack ========== ==========
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Self-education is, I firmly believe, the only kind of education there is. ![]() ![]() Mercfulfate 将補 日本帝國海軍 Last edited by merc4ulfate; 01-19-14 at 06:53 PM. |
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#7 |
Weps
![]() Join Date: Dec 2012
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Just finished a patrol in my new career, only two torpedoes hit home, rest were all dud's
![]() Unfortunately I have to keep my mouth shut due to the fact I made a mess of things on my last patrol ![]() I swear, I'll switch all of them with MK10's if nothing's done about it!! I rather spend 4 MK10's on a fishing trawler then 1 MK14 on a docked vessel ![]() Going to need to bribe some people to get them tho ![]() ![]() ![]() |
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#8 |
Rear Admiral
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Well, mods set the dud rate values, but they're other factors/values that do have effect. If weather is rough use contact, if calm use influence. Slower speeds and slight angles will help some with duds.
As stated, you can use the M10's or simply cut the dud torps off in options.. Things get better in 43. I don't have the game loaded on my current pc, but you can adjust dud rates if you want.
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![]() You see my dog don't like people laughing. He gets the crazy idea you're laughing at him. Now if you apologize like I know you're going to, I might convince him that you really didn't mean it. |
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#9 |
DILLIGAF
Join Date: Feb 2007
Location: florida
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![]() ![]() ![]() Admiral Lockwood stated at a wartime conference in Washington that, "If the Bureau of Ordnance can't provide us with torpedoes that will hit and explode… then for God's sake, get the Bureau of Ships to design a boat hook with which we can rip the plates off a target's side!" Look at the diagrams above and try something. Let's see if the game can simulate a solution as well as it simulates a fault. It was taught that Plate XIX was best practise. Although from many reports Plate XXI was more successful especially if the angle was more obtuse. After the 70% failure rate that Admiral Lockwood was shown he immediately directed his boats at sea to launch their torpedoes from large, obtuse angles. They were ordered to improvise, to use "ANYTHING BUT THE TEXTBOOK 90-DEGREE TRACT." I began to notice through coincidence or programming that when I used large obtuse angles I not only got more detonations I also got twisted hunks of metal sinking to the bottom with as few as one torpedo and many of those splitting in two. My hit ratio went up but like I said this could have been just programmings so it is something I am going to test at some point. Moving the depth mechanism to the curved tail section and having been tested with an uncalibrated unit from BuOrds increased the depth of running. Being that they ran too deep it is no wonder the magnetic detonators did not work but since the firing pins and assembly had been designed with 1930's torpedo speeds they were being broken on impact unless large obtuse angles were used which was taught as worst practices. @Armistead: Doesn't Mods like TMO override game play settings so if you set them the mod changes them back?? http://www.hnsa.org/doc/torpedo/index.htm Generic Mod Enabler - v2.6.0.157 1_TriggerMaru_Overhaul_2-5 1_TMO_25_small_patch RSRDC_TMO_V502 RSRDC_V5xx_Patch1 Traveller Mod v2.6 TMO #1 Real Environment mod install Traveller Mod 2.6 Patch 1 - ISE v3 Patch #4 Warships retextured Traveller Mod 2.6 No Midway Transfer Traveller Mod 2.6 No DC Camera Shake Traveller Mod 2.6 Larger Search Patterns Traveller Mod 2.6 Harder Enemy AI Escorts Traveller Mod 2.6 Automatic Ship ID Traveller Alternate Main Loading Screens Convoy Routes TMO+RSRD tambor198's TMO+RSRDC missions pack ============= =============
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Self-education is, I firmly believe, the only kind of education there is. ![]() ![]() Mercfulfate 将補 日本帝國海軍 |
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#10 | ||
Silent Hunter
![]() Join Date: Sep 2010
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Quote:
I haven't verified it with tests, but in the torpedo files there is a structure in place for changing the dud % vs. angle. So, it should make a difference. Don't know why it would change the damage though. Of course, mods have different dud rates and all. ![]()
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#11 |
DILLIGAF
Join Date: Feb 2007
Location: florida
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TorpX, "In the literature I've read, Captains were taught to use a track angle referred to as the "optimum track angle""
While this is true because of the malfunctions of the torpedoes the optimum became the "never use". It was only a temporary fix until the string of errors had been tracked down and resolved but skippers were told not to use the textbook firing procedures when it came to optimum track angles. In the diagrams I have listed what I labeled as "worst" was actually what they recommended but Admiral Lockwood changed that because of the better success with the large obtuse angles. Glancing hits caused less duds when using the contact detonators. This fault was due to the guide rails and firing pins being crushed upon impact at optimum angles.
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Self-education is, I firmly believe, the only kind of education there is. ![]() ![]() Mercfulfate 将補 日本帝國海軍 |
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#12 |
Machinist's Mate
![]() Join Date: Aug 2012
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So basically until I get to late 1943 I should be trying for hits at greater than 90 degrees.
I had another few goes again at the sub school sink the warship mission, I do it frequently to check I'm doing things right, and I tried with low speed and magnetic detonators and I repeatedly hit with all 4 torpedoes I fired at once. I think only once did I get one explode prematurely. Although I've not tried it with contact detonators and obviously the enemy ship has far more time to spot your torpedoes... So in game terms I think perhaps at least one other solution could be to use low speed on the torpedoes, seems to have worked for me in that sub school mission at least, I'm going to try to put it into practice on my 3rd career mission and see how I get on. |
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#13 | ||
Silent Hunter
![]() Join Date: Sep 2010
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Yes, that is true, but Lockwood really didn't know this before he had the drop tests conducted, which was well into the war. Prior to that, all he could really be sure of, is that sometimes they functioned as intended, and sometimes they didn't. The nature of the problem was unknown. Quote:
I think, no matter what tactics you decide to use, you will have to reckon on using more torpedoes for every ship sunk. Adjusting speeds or gaming angles may give you more detonations, but will likely also get you more misses, as well. This is like a hitter in baseball that swings for the outfield every time. He gets a lot of home runs, but also strikes out a lot. There isn't rally a good substitute for a properly functioning torpedo (Lockwood's request for a giant book hook, aside. |
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