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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Dec 2012
Posts: 8
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Hello everyone!
I finally got active on Subism, after reading it for a while. I've got two questions: 1. I've got some strange problem (in SH3) with torpedo tubes hatches. From time to time, I cannot open them, separately from firing (i.e. the "q" key doesn't work). Normally, loading a previous save helps it, but I am a bit annoyed with crap. Had anyone encountered similar bug? What can I do about it ? 2. I recently turned on the event camera on, just to check my torpedo runes, for a sake of training. What I've seen, made me happy, as ma manual targeting proves quite alright, but very often my torp hits the ship, only to bounce off it, without exploding. After that, it drowns, hits the bottom, and then explodes. While it happens very often within 090 degrees shots, it is probably not the matter of angle being too wide, but also can it be a dud, if it finally explodes ? What makes them glance off? Happy to get any answers. Take care Wolfwind |
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#2 |
Sea Lord
![]() Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
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1. If I remember correctly I have had this bug once or twice after trying to open an empty torpedo tube with the Q command. I can't remember what needs to be done to make the tube loadable again. I'd try shooting to "empty" the empty tube, and then diving to 50 meters and trying to close the tube again. Then I'd surface and try there as well. Maybe some-else remembers what needs to be done. (You do have enough crewmen in your torpedo compartments, don't you - once I tried to load a torpedo, but the crewmen were too fatigued for it)
2. I guess that's a dud, although I don't know if that kind of behaviour is realistic for a torpedo. I would think there could be a kind of "detonate at the end of the run so as not to detonate under a friendly ship later on" kind of mechanism in torpedoes that could work independent from the impact pistols. Welcome to the forum ![]()
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[SIGPIC][/SIGPIC] NYGM+H.sie v16+Stiebler 4C+MaGui WS |
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#3 |
Old enough to know better
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Welcome to SUBSIM Wolfwind.
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“Two possibilities exist: either we are alone in the Universe or we are not. Both are equally terrifying.” ― Arthur C. Clarke ![]() |
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#4 |
Chief of the Boat
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Welcome to SubSim, could you advise what setup and mods (if any) you are using.
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#5 |
Swabbie
![]() Join Date: Dec 2012
Posts: 8
Downloads: 1
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None. I use vanilla.
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#6 |
Eternal Patrol
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Welcome mate.
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RIP Laufen zum Ziel |
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#7 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
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1: Don't know for sure, but could it be a lack of manpower in the torpedo rooms. Are they too tired perhaps. Anyway, in the conning tower should be a switch panel with which you can open the doors also.
2: It's probably the curvature of the hull. Impact torpedoes work best when they hit a vertical section of the hull with their front. Set the depth a little higher so they avoid the curved section. But in heavy waves this may not be possible to be avoided. Ships move up an down on the waves so it's just a matter of being lucky. |
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#8 |
SUBSIM Newsman
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Welcome to SubSim Wolfwind!
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Nothing in life is to be feard,it is only to be understood. Marie Curie ![]() |
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#9 |
Swabbie
![]() Join Date: Dec 2012
Posts: 8
Downloads: 1
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Well,I just found out, that my "q", floods the tubes, only it won't put the acknowledgment in the news scroll.
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#10 |
Navy Seal
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Welcome aboard!
There is a 300M minimum arming distance on the torpedoes. Any shots closer than that will bounce off. ![]()
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"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() |
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#11 | |
Bosun
![]() Join Date: Jul 2013
Location: Mansfield, Notts. UK
Posts: 69
Downloads: 521
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![]() Quote:
I'm not 100% sure but I'd imagine there to be some kind of delayed arming (as in the RPG) to prevent premature detonation, but as I say I can't be sure if I read that, or I'm just trying for an educated guess. It IS frustrating for sure to steam out to sea, wait hours then watch what is essentially just a big sausage tap gently on Tommy's hull. ![]() ![]() |
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#12 |
Bosun
![]() Join Date: Jun 2013
Location: Scandinavia.
Posts: 62
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Many old WWII torpedoes didn't explod when hitting outside 70+ degree on the target, and when using a higher torpedo run in rough water, they exploded when lift off water and hit a wave!
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#13 | |
Chief of the Boat
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![]() Quote:
http://www.uboat.net/history/torpedo_crisis.htm All torpedoes need to run 300m before they are armed, the exception being the Falke which requires 400m. |
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#14 |
Navy Seal
![]() Join Date: Nov 2006
Location: Docked on a Russian pond
Posts: 7,072
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Wolfwind, welcome to this nest of murderous vipers
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Espionage, adventure, suspense, are just a click away Click here to look inside Brag's book: Amazon.com: Kingmaker: Alexey Braguine: Books Order Kingmaker here: http://www.subsim.com/store.html For Tactics visit:http://www.freewebs.com/kielman/ ![]() |
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#15 |
Gunner
![]() Join Date: Dec 2012
Posts: 94
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Maybe I do not understand your question, but with the stock of sh3 when selecting a tube and you open it, switching tube with the "Y" (or click on another tube) has the effect of closing the previous one. But if you like you can do the following:
1. - Look for the "Commands_en.cfg". 2. - Open it and look for the following entries: [Cmd309] Name = Close_torpedo_tube Ctxt = 1 [Cmd312] Name = Toggle_open_close_torpedo_tube Ctxt = 1 3. - Now, these should look like: ; [Cmd309] , Name = Close_torpedo_tube ; Ctxt = 1 ; [Cmd312] , Name = Toggle_open_close_torpedo_tube ; Ctxt = 1 So you can have open several tubes without having to fire a salvo ... I do not know if this is realistic, commanders always fired a torpedo or a salvo. The idea seems to be of makman94. Good Hunting. ![]() |
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