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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Weps
![]() Join Date: Feb 2009
Location: Wilhelmshaven Local Pub
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My duds seem to go in cycles. I have none for 10 to 12 shots and then 2 in a row. I recently learned that some of the 'duds' may not be a true dud. What I mean is if you fire a torpedo at 3.5m depth in 8' waves. The torpedo can break the surface when the waves dip and then the torp breeches the surface, crashing into the next wave and detonating prematurely. Since I fire 95% of the time from a 90AOB, usually with a TDC angle of no more than + or - 10 degrees, I eliminate most of the duds from impacts that bounce off the hull.
I still don't use the external camera to help set up an attack but I started to use it after I fire to see just what happens sometimes when a torp doesn't hit the target from 600m. I saw in one case the torpedo traveled 580m and just 30m before hitting the ship, it changed direction about 30 degrees and exploded. I believe this was the result of popping out of the waves and impacted on the next wave. So not a true dud. In heavy seas, the kind where the wind is 15mps, this seems to happen about 20% of the time. Perhaps even higher when I set depth to 3.5m, as I didn't realize what was happening so wasn't documentting it. I was wondering what other ways can a torpedo malfunction in game. An impact can bounce off and not detonate. The magnetics can just sail underneath and not trigger. Are there cases where the torpedo will just run haywire and not track its course? I have had much better luck in heavy seas with magnetics than impacts. I'm trying to determine the minimum depth you can set in real heavy seas without it detonateing prematurely. I think 7.5m may be near the depth where the torp is not likely to breech a wave. The last ship I sunk was in the heavy seas with 15mps winds and rain. I fired two torpedos at 7.5m and one torp and 6.5 It was in a convoy in a the narrow channel north of Ireland and wanted to be certain that at least 2 hit and sank the ship as I wouldn't be able to shadow it. It was so dark I couldn't see the fish trails but i did watch and time the 3 shots. Both of the torps set to 7.5 hit the ship. Once again I heard an explosion after about 25 seconds for the one set at 6.5m but it didn't appear the hit the ship. Probably impacted a wave and pre-detonated again. Though I didn't have the lxery to check with the external camera as I needed to dive. Good news is the ship sank as I heard it moaning on the hydro. What an sad sound that is. The real bugger of this is since a fair amount of DD's only have a draft of 2m. In heavy seas firing a torp at 2m has too high a degree of failure to waste a shot at them. Then the plus side is your sub is hard for them to detect in heavy seas as well. Last edited by Otto Heinzmeir; 03-13-09 at 04:54 PM. |
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#2 |
Subsim Aviator
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1. simple dud (ie bad fuse, trigger or warhead / factory defect)
2. Magnetic Detonation prematurely (usually in far northern latitudes) 3. Failure to detonate magnetically (if depth set too deep, the magnetic trigger never detects the ship overhead) 3. Torpedo breaches the surface and hits the next wave, triggers the detonator and the torpedo explodes prematurely 4. Torpedo strikes the target at too shallow of an impact angle and the trigger is not engaged as a result (torpedo was good, it was just a bad shot)
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#3 |
Weps
![]() Join Date: Feb 2009
Location: Wilhelmshaven Local Pub
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Thanks for that!
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#4 | |
Weps
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But when that happened in WW2, the torpedo bounced off and sank or had its course and probably the depth changed? Cause if No2 happened then the torpedo still had a chance to hit something. |
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#5 |
Subsim Aviator
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if the torpedo was set too deep for one ship... It might be the right depth for another ship. However, you would have to be very very lucky to miss one and hit another.
But that's happened before. And in real life a failed impact could result in the torpedo being deflected in another direction but it may also result in the torpedo being damaged badly enough that it would simply sink. You have to think that a torpedo set to "fast" is running along at about 40kts which is about 45 mph. That's a pretty tough impact when you think about it.
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#6 |
Bosun
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5 torpedo hits dos not explode runs straight through the ship holes both sides
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#7 |
Seasoned Skipper
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there was a vid on youtube of a harbour raid where the torpedo bounced off some crappy hull and went on to sink something else which was initially blocked from view/torpedo track.
it was either SH3 or SH4 and it was apparently just incidental (not actually aimed) but it looked dead cool ![]() anyway... on topic: you can actually set depth to run under the smaller outer column ships to hit the bigger inner column ships etc, but I'm not sure if they actually would have tried that in real life.
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#8 | ||
Captain
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