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Old 08-09-10, 07:49 AM   #1
Spieder3
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But thats not the solution for my problem.
It's not normal that torpedos exploding without reason, or?
The problem is, the TMO 1.7 is very good, but without this mod I have hardly problems with torpedos.



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Old 08-09-10, 08:38 AM   #2
tater
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Quote:
Originally Posted by Spieder3 View Post
But thats not the solution for my problem.
It's not normal that torpedos exploding without reason, or?
The problem is, the TMO 1.7 is very good, but without this mod I have hardly problems with torpedos.



It's very normal for early mk14s to explode "without a reason."

They were notorious for this, in fact. In many ways, it likely contributed to later japanese losses because they got complacent about submarines...
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Old 08-09-10, 08:58 AM   #3
Spieder3
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Ok, but for a test I had shot 6 topredos at the same time, 4 torpedos exploding. Not very realistic.
But my problem is the dive deep. The torpedos come out my boat and run under approx. 8 meters. I can do anything against that.
Sorry for my english.
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Old 08-09-10, 09:10 AM   #4
tater
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US Mk14 fish always ran deep at the start of the war. ALWAYS. The Navy was too cheap to test them with a real warhead, and used a dummy that was significantly lighter. The average value of this was 11 feet as I recall.

In addition, the magnetic pistol failed often. More likely than not to fail.

On top of THAT, the contact pistol was ALSO faulty. If they hit close to 90°, the detonator would break and fail to explode.

Read some early war patrol reports—they sound a lot like your post
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Old 08-09-10, 09:18 AM   #5
sergei
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Quote:
Originally Posted by Spieder3 View Post
Ok, but for a test I had shot 6 topredos at the same time, 4 torpedos exploding. Not very realistic.
If you do any reading about the US Mark 14 fiasco, you'll realise this probably is realistic.
Honestly, the Mark 14 was incredibly unreliable for the first 18 months of the war.

It ran up to 12 feet lower than set.
The magnetic exploders were very prone to premature detonation, or just plain not exploding at all.
The contact exploder had a tendency to deform the firing pin to the extent that it could not detonate the torpedo.
Oh and let's not forget the delightful fault that sometimes had the torpedo getting its gyro stuck, resulting in it circling around and hitting the submarine.

That the primary weapon these men were sent out to war with was so unreliable, and remained so for a full year and a half, was negligence bordering on the criminal.
Furthermore, returning skippers reporting these faults had their claims dismissed by the Bureau of Ordnance.
They were told 'there's nothing wrong with the torpedoes, you're just not shooting them straight'.
It took fully 18 months to completely iron out all the problems with the Mark 14.

Sorry Spieder3, I'm not having a go at you, merely attempting to point out that yes, in real life the torpedoes really were this bad.
Maybe you should play with the Dud torpedoes option disabled?

EDIT: Tater beat me to it.

Last edited by sergei; 08-09-10 at 09:59 AM.
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Old 08-09-10, 09:31 AM   #6
Spieder3
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Thanks for the good answers.
I can life with that fails, but it is strange when you don't know about the real torpedos.
Go the torpedo fails with TMO 1.7 after the 18 months?
And when I can buy new torpedos?
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Old 08-09-10, 09:47 AM   #7
sergei
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Yes, they get fixed in TMO, some time in 1943.
I'm not sure exactly when, I haven't checked the dates.

Until then there are a few measures you can take to lessen the effects.

Be aware that they will run up to 12 feet deeper than set, and adjust your setting accordingly.
With shallow draft targets, even if you set them to the minimum depth, you still may not hit the target.

In calm seas (wind speed 5ms or less), magnetic exploders are fine.
I will always use magnetics set to fast speed in this situation, and most of them hit the target before they blow themselves up.

In anything rougher than that, you'll have to use the contact exploder.
Set torpedo speed to slow, makes it more likely it will actually go off.
If you can hit your target at an angle, rather than at 90 degrees, there is a better chance of them working.

Obviously this all means you will have to shoot more torpedoes than you feel you need, just to be sure that at least some of them work.
This is the practice the Skippers in real life had to do, as the extent of the torpedo problems became apparent.

Even then, you may just have a run of bad luck, where no matter what you do on a patrol, the damn torpedoes just will not work
Again, this did happen to skippers at the time.

Oh, and watch out for circle runners.
Either check on the attack map, through the periscope, or on the hydrophone that all the fish are heading in the direction you want.

Every now and again, one will just shoot off at what looks like a crazy angle, then start to circle back towards you and try and kill you.
You need to get the hell out of there, and hope it's a dud.

Again, good boats and crew were lost during the war because of this problem.

Good luck Spieder3
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