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#1 |
Engineer
![]() Join Date: Mar 2007
Location: Kansas City, KS
Posts: 203
Downloads: 10
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![]() ![]() Again Great job!
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"Be my friend or be a mushroom cloud."~If I was President...Iran would have a nuke...they just wouldnt like the delivery method... ![]() <AHREF="http://www.subsim.com/radioroom/showthread.php?t=120621"_blank">JSGME Quick Reference</A> Major US ARMY RANGERS 1985-2003 |
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#2 |
Rear Admiral
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You could call them Torpex warheads i suppose
![]() http://en.wikipedia.org/wiki/Torpex I beleive the orginal warhead were cordite? not sure. But i do know Torpex was a later development and earned praise from the commanders that had torpedo's with said warhead. |
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#3 |
Weps
![]() Join Date: Nov 2005
Posts: 351
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This would propably be a good time for quote from "Silent Victory":
"... warheads of the Mark 14 torpedo were relatively puny, 500 pounds (TNT). If the force relied solely on contact exploders, it could never hope to penetrate the armor of the glamorous targets: battleships and aircraft carriers. Moreover, one 500-pound warhead was not likely to finish off even a sizable mechantman. A positive sinking would require at least two or three torpedoes-perhaps four- an unaccettable expenditure, considering the acute shortage and the slow production rate in the United States." I personally think, that when (if) the dev's tune the damage modelling for some ships a bit , it is fair to say that the torpedo effeciency is pretty well done in sh4. Apart, that you can always punch a hole in a torpedo belts, which shouldn't always happen. But if you wan't to have more power, go for it.
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"Gentlemen, we have no choice. Total engagement. Die with dignity." |
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#4 |
Helmsman
![]() Join Date: Jan 2006
Posts: 107
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I'm using the tough sub detection settings of the latest 'Flavored to Taste' MOD. So i've given the Jap side some perks to balance out my added firepower.
And given what was just said about the MK14, i'm glad i've only added 25% more firepower. It's not a whole lot more, but enough to put some more good hits on the Jap's improved sub hunting ships. Without any overkill. The game just needed a slight pickup in the fun department in the area effected by this MOD. Even though some torpedoes like the MK14, to be fair, could be said to be properly simulated in the game. There was a lot of corruption in the USA industrial production of torpedoes for many years before WWII. From what i've read it was for quite a few years. Resulting in a crisis with duds at one point in the war. And other problems. I think if that were not the case, we probably could have had much better torpedoes throughout the entire war. Not just the final year of the war. After our torpedo problems were finally ironed out. Greedy industrialists had to be kicked into line i guess. |
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#5 |
Watch
![]() Join Date: Feb 2004
Posts: 26
Downloads: 191
Uploads: 0
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The torpedoes seem a bit underpowered in the stock game. Realistically it did not take four torpedoes to sink a medium sized merchant. Is this mod compatible with Patch 1.2?
Or can we use the old Torpedo_zon text tweak file to fix this with the minitweaker in patch 1.2? Thanks in advance for the help. I think the patch really makes this game take off. Edward |
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#6 | |
Stowaway
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From the manual for Silent Hunter 1
Quote:
For realisms sake, the later war torps should have 1.5 to 2 times the power of early war torps. |
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#7 |
Mate
![]() Join Date: Mar 2007
Posts: 52
Downloads: 18
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Nice - tried it out tonight and had a ball. No more ploughing four torps into a freighter to kill her. One shot and she's dead.
![]() While I agree that the original torps seem underpowered, at +25% they might be just a bit overpowered. How about 15 or 20%? |
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