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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Mate
![]() Join Date: Mar 2005
Posts: 57
Downloads: 255
Uploads: 0
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http://en.wikipedia.org/wiki/Mark_14_torpedo
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#2 |
Swabbie
![]() Join Date: Nov 2010
Posts: 13
Downloads: 15
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really??
where should i fire from!? ![]() How fast can i replace this "plague" ! ![]() |
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#3 |
The Old Man
![]() Join Date: Aug 2006
Location: Yonkers, NY U.S.A.
Posts: 1,507
Downloads: 154
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U.S. torpedoes were plagued with problems early on in the war. Both the exploder and depth keeping mechanism were faulty. Your best bet early war, is to set the torpedo depth as shallow as possible, set the torpedo speed to slow, and try to fire at an angle other than 90 degrees.
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#4 |
Eternal Patrol
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On top of the magnetic pistol and depth-keeping problems they discovered that if the impact pistol struck from a perfect 90-degree angle it had a good chance of crushing the firing pin and not exploding. Striking at a technically "worse" angle made the torpedo explode. Surprisingly the Germans had the opposite problem - impact-set torpedoes would only explode at a 90-degree angle.
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“Never do anything you can't take back.” —Rocky Russo |
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#5 |
Rear Admiral
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![]() Duci's Weather rock for Torpedo firing If sea is windy, use impact. Getting to the target is half the problem.
If sea is calm, use magnetic. Getting to the target isn't the problem. |
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#6 |
Helmsman
![]() Join Date: Apr 2010
Location: underwater
Posts: 107
Downloads: 333
Uploads: 0
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I used this advice in early 42 and get quite a bit of my torpedoes to detonate along with setting depth at zero and use low speed when possible. Since it is his mod he would know. The only problem I have now is that once they do detonate the DD's know I am there and getting away from them is a whole other issue for me.
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#7 |
Rear Admiral
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The truth is, how failures work in game is horribly flawed. I didn't realize this until after i had experimented with it for quite a bit.
As you know the game has two detonation pistols. 1. Magnetic 2. Impact. The flaw is this in terms of tweaking dud rates as a modder: Impact pistols: Dud rates can be tweaked, but not premature rates. which is correct, with no magnetic influence, wave actions won't cause a premature detonation. Magnetic pistols: Now here's the kick in the teeth. Magnetic pistol can detionate via both a solid hit against a hull, or magnetic influence. You can tweak premature rates, but you cannot tweak impact dud rates. Dud rates for impact hits while using the magnetic pistol seems to be this hard coded value somewhere that is abysmally low. So in sum you can: - tweak an impact pistol to dud all you like. - tweak a magnetic pistol to premature all you like. But you can not: - Tweak an impact pistol to premature - Tweak a magnetic pistol to dud. Now go back, and reread my Indian weather rock on torpedo firing. lol |
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#8 |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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__________________
System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. |
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#9 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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A couple of technical questions: |
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#10 | |
Ocean Warrior
![]() Join Date: Mar 2007
Location: Houston, TX
Posts: 2,731
Downloads: 393
Uploads: 12
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"Never ask a World War II history buff for a 'final solution' to your problem!" |
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#11 |
Swabbie
![]() Join Date: Nov 2010
Posts: 13
Downloads: 15
Uploads: 0
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