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Old 04-16-07, 01:08 PM   #16
7Enigma
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So 14 posts and no one attempts to answer my question! (except for SailorSteve whom's quote would mean the MK14 is about 2X as powerful as the MK10)

Steeltrap,

SailorSteve's link has this excerpt which would coincide with your post:
Quote:
The earliest weapons used wet gun-cotton. Just prior to World War I, this was replaced with TNT. Torpex was introduced in the Fall of 1942. In the late 1940s Torpex was replaced by HBX, then H-6 in the 1960s and by PBX in the 1970s.
Comon people, its eating away at me. Logically the larger the explosive payload the bigger the hole/damage. Can someone please confirm this is true (therefore MK14>MK10). Ignoring the dud ratio...
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Old 04-16-07, 01:13 PM   #17
Hans Schultz
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Quote:
Originally Posted by 7Enigma
So 14 posts and no one attempts to answer my question! (except for SailorSteve whom's quote would mean the MK14 is about 2X as powerful as the MK10)

Comon people, its eating away at me. Logically the larger the explosive payload the bigger the hole/damage. Can someone please confirm this is true (therefore MK14>MK10). Ignoring the dud ratio...
yes, mark 14s make a bigger boom/cause more damage. but you answered your own question in the first post.
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Old 04-16-07, 01:15 PM   #18
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Quote:
Originally Posted by 7Enigma
So 14 posts and no one attempts to answer my question! (except for SailorSteve whom's quote would mean the MK14 is about 2X as powerful as the MK10)

Comon people, its eating away at me. Logically the larger the explosive payload the bigger the hole/damage. Can someone please confirm this is true (therefore MK14>MK10). Ignoring the dud ratio...
I found Oak Grooves post quite enlightning.

Question is are these "specs" applicable to the sim ?
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Old 04-16-07, 01:29 PM   #19
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Yes, they are. Mk 10 does 50-100 points of damage, vice the mk 14, which weighs in at 100-150. Or something close to that. I can't confirm right now, but I know absolutely that the mk 14 is more powerful in-game. Unless you're using modded Ice-9-tipped (Kurt Vonnegut, RIP) plasma torpedoes with cobalt boosters.
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Old 04-16-07, 03:06 PM   #20
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Quote:
Originally Posted by SteamWake
Quote:
Originally Posted by 7Enigma
So 14 posts and no one attempts to answer my question! (except for SailorSteve whom's quote would mean the MK14 is about 2X as powerful as the MK10)

Comon people, its eating away at me. Logically the larger the explosive payload the bigger the hole/damage. Can someone please confirm this is true (therefore MK14>MK10). Ignoring the dud ratio...
I found Oak Grooves post quite enlightning.

Question is are these "specs" applicable to the sim ?
His post was wierd. If you look at it closely it says Mark14 but then under the explosives its giving data for the Mark16. So I couldn't compare them directly.

Galanti, you posted EXACTLY what I was looking for (something coded into the game). I will be changing my loadout to exclusively Mark14 from now on. If they are doing on average 60% more "damage" there is no reason not to, even with the extra chance of failure.
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Old 04-16-07, 03:45 PM   #21
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Quote:
Originally Posted by 7Enigma
Quote:
Originally Posted by SteamWake
Quote:
Originally Posted by 7Enigma
So 14 posts and no one attempts to answer my question! (except for SailorSteve whom's quote would mean the MK14 is about 2X as powerful as the MK10)

Comon people, its eating away at me. Logically the larger the explosive payload the bigger the hole/damage. Can someone please confirm this is true (therefore MK14>MK10). Ignoring the dud ratio...
I found Oak Grooves post quite enlightning.

Question is are these "specs" applicable to the sim ?
His post was wierd. If you look at it closely it says Mark14 but then under the explosives its giving data for the Mark16. So I couldn't compare them directly.

Galanti, you posted EXACTLY what I was looking for (something coded into the game). I will be changing my loadout to exclusively Mark14 from now on. If they are doing on average 60% more "damage" there is no reason not to, even with the extra chance of failure.
MK 16 Mod 6 is the Warhead- , not the torpedo designation. :hmm:
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Old 04-16-07, 04:46 PM   #22
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Quote:
Originally Posted by OakGroove
Quote:
Originally Posted by 7Enigma
Quote:
Originally Posted by SteamWake
Quote:
Originally Posted by 7Enigma
So 14 posts and no one attempts to answer my question! (except for SailorSteve whom's quote would mean the MK14 is about 2X as powerful as the MK10)

Comon people, its eating away at me. Logically the larger the explosive payload the bigger the hole/damage. Can someone please confirm this is true (therefore MK14>MK10). Ignoring the dud ratio...
I found Oak Grooves post quite enlightning.

Question is are these "specs" applicable to the sim ?
His post was wierd. If you look at it closely it says Mark14 but then under the explosives its giving data for the Mark16. So I couldn't compare them directly.

Galanti, you posted EXACTLY what I was looking for (something coded into the game). I will be changing my loadout to exclusively Mark14 from now on. If they are doing on average 60% more "damage" there is no reason not to, even with the extra chance of failure.
MK 16 Mod 6 is the Warhead- , not the torpedo designation. :hmm:
Then what is HBX? Another form of Torpex or something that came along later in the war?
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Old 04-16-07, 04:55 PM   #23
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On my current run in a P-class, I'm taking a mixed bag --- Mk10s in the first salvoes for reliability, 14s in the reserve bays. That way if I run across a carrier or battleship early on, I can dump a spread at an escort or two to open a hole, reposition to reload the 14s, and dart back in to whack the big 'un.

Against smaller targets, the 10s are plenty deadly.
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Old 04-16-07, 05:28 PM   #24
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Quote:
Originally Posted by 7Enigma
Quote:
Originally Posted by OakGroove
Quote:
Originally Posted by 7Enigma
Quote:
Originally Posted by SteamWake
Quote:
Originally Posted by 7Enigma
So 14 posts and no one attempts to answer my question! (except for SailorSteve whom's quote would mean the MK14 is about 2X as powerful as the MK10)

Comon people, its eating away at me. Logically the larger the explosive payload the bigger the hole/damage. Can someone please confirm this is true (therefore MK14>MK10). Ignoring the dud ratio...
I found Oak Grooves post quite enlightning.

Question is are these "specs" applicable to the sim ?
His post was wierd. If you look at it closely it says Mark14 but then under the explosives its giving data for the Mark16. So I couldn't compare them directly.

Galanti, you posted EXACTLY what I was looking for (something coded into the game). I will be changing my loadout to exclusively Mark14 from now on. If they are doing on average 60% more "damage" there is no reason not to, even with the extra chance of failure.
MK 16 Mod 6 is the Warhead- , not the torpedo designation. :hmm:
Then what is HBX? Another form of Torpex or something that came along later in the war?
HBX is a binary explosive; RDX, TNT, and aluminum powder are combined in "High Brissance Explosives" i.e. "HBX-1", "HBX-3", and "H-6". These formulations are more powerful than TNT. HBX-3 has a high proportion of aluminum powder enhancer for shock effect, and is used in underwater munitions such as depth charges.

BTW. I've found an excellent site on the torpedo topic, right now i'm compiling all information into one easy to access .pdf. From the Howell to the MK48 torpedo, everything is covered.
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Old 04-16-07, 06:38 PM   #25
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Sounds awesome. Please post a link in here if you can.
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Old 04-16-07, 08:53 PM   #26
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Good post OAKGROOVE
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Old 04-17-07, 02:12 PM   #27
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http://www.speedyshare.com/377306491.html
.pdf is up, 58 US torpedoes are included. Enjoy.
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Old 04-17-07, 03:49 PM   #28
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~rant on~

Too bad the fact that the manufacturing of MkXs had been discontinued long before the war started isn't factored into the game. There was a finite number of them available and the ONLY time fleet boats ever used them is when a base was running low on MkIVs. Other than that,they were only used on S-Boats.

To me,having anything other than MkIVs on a fleet boat is gamey and unrealistic.(At least until the Mk18s came into use).

~rant off~
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Old 04-17-07, 04:45 PM   #29
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Quote:
Originally Posted by TheSatyr
~rant on~

Too bad the fact that the manufacturing of MkXs had been discontinued long before the war started isn't factored into the game. There was a finite number of them available and the ONLY time fleet boats ever used them is when a base was running low on MkIVs. Other than that,they were only used on S-Boats.

To me,having anything other than MkIVs on a fleet boat is gamey and unrealistic.(At least until the Mk18s came into use).

~rant off~
well that happened to me once...i had to take on about 6 mk10s because there werent enough 14s but usually there are a ton of both
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