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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: Apr 2015
Posts: 14
Downloads: 14
Uploads: 0
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It should be noted that the Mk 14's are not modelled entirely correctly in this game. The game correctly improves the performance of the contact detonator on the slow speed, but the relationship between angle and reliability is quite wrong.
The Mk 14 was actually better at an angle, something like 45 degrees, because this reduced the forces on the contact detonator, and excessive impact force is what was usually causing failure. Mk 14's should have at least a 70% failure rate when impacting at or near 90 degrees (that's how bad the real life version was until this was fixed in 1943). @thegrindre: I don't use any mods. I do modify some of the game files to fix or prevent certain issues, but my game is mechanically stock. Last edited by SquareCanine; 04-11-15 at 06:52 PM. |
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#2 |
Ocean Warrior
![]() Join Date: Feb 2010
Location: Kentucky
Posts: 2,528
Downloads: 77
Uploads: 0
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My last attack, I came out 0 for 15 fired. All duds or pre-matures. Sounds pretty accurate to me.
![]() @%&#$ Mk14s
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Of all the forms of Martial Arts, Karaoke causes the most pain! |
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#3 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() Quote:
In RFB, they are well modeled. |
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