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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Medic
![]() Join Date: Dec 2004
Location: Santa Barbara,calif
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Just asking.
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#2 |
The Old Man
![]() Join Date: Apr 2006
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Does it need it? You're likely to only fire it shallow at surface targets at close range.
-Pv- |
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#3 |
Medic
![]() Join Date: Dec 2004
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Yeah I was thinking that too,but I do remember reading in one of these threads that some mk 16's were going under ships.Also when I hit f5 I get a good idea (some what) of how deep a submarine is.I wish I could find out more info on the mk16 in relation to what extent their use was,just ships I guess.
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#4 |
Edgerunner
Join Date: Jun 2015
Location: United States
Posts: 32
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I'd also like to get search patterns for the Mk 16. I know they were unguided, but they could run in patterns for dealing with convoys. I feel like having pattern running on them would make them actually not completely useless.
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#5 |
The Old Man
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I supposed they might have a use in a convoy of un-escorted merchants, but getting close enough and shallow enough to fire them is almost a death sentence with escorts. Hard to imagine pattern running would improve that.
This isn't WWII adversaries any more. -Pv- |
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#6 |
Edgerunner
Join Date: Jun 2015
Location: United States
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I understand that. But they did have pattern running in real life, and pattern running would make it so they weren't utterly useless the moment a target made a course change. And it would still be good for a group of ships relatively close together.
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#7 |
Sonar Guy
![]() Join Date: Sep 2002
Location: Canada
Posts: 395
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Not sure if this was implemented yet but its also been indicated (although I can't provide the source off hand) that the Mk 16 could be fired from depths as deep as 200 ft. (vs. I believe 80 ft. for the Mk 14). Also I'm not sure if it was a rectangular track it would run or if it was just circling (which could probably be done quite easily with what's already in the game).
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#8 |
The Old Man
![]() Join Date: Apr 2006
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I've not found a resource so far which claims this capability in this weapon.
Detailed information is scarce. Although short ranged (high by WWII standards) it had the highest explosive power of any torpedo and its hydrogen peroxide motor left very little bubble trail. https://en.wikipedia.org/wiki/Mark_16_torpedo http://www.navweaps.com/Weapons/WTUS_WWII.php http://www.alternatewars.com/BBOW/We..._Torpedoes.htm Mark 16 handbook: https://www.amazon.com/U-S-Navy-Subm.../dp/1935700464 http://www.eugeneleeslover.com/USNAVY/CHAPTER-12-I.html https://books.google.com/books?id=SG...k%2016&f=false Last edited by -Pv-; 09-21-17 at 10:35 PM. |
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#9 | |
Sonar Guy
![]() Join Date: Sep 2002
Location: Canada
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![]() Quote:
Basically a circle running mode is what they received sometime after the war. While its not known how many torpedoes were fitted with this, its safe to assume it was a substantial amount (or all) as the USN stopped development of a unguided pattern running torpedo in favor of equipping the Mk 16 with the feature. This could work out really well for setting up shots on surface contacts that are running scared from the Mk 37.
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![]() Last edited by The Bandit; 09-21-17 at 10:09 PM. |
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#10 |
Watch
![]() Join Date: Jul 2017
Posts: 22
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Or just use the mk45. The mk16 is obsolete and doesn't cut it in 1968 when everyone has sonar. The bubbles it gives off doesn't matter when everyone can hear it once its launched. The fact that you have to launch them shallow guarantees that it will be heard.
I enabled the mk45 through the configs and its a much better all around torpedo for 1968. It isn't perfect, the seeker is short ranged so it could be looking at a target and not detect it unless its very close, but its faster than the mk37, is homing unlike the mk16 and doesn't have to be launched at shallow depth. I wouldn't call it mk45 easy, but its viable. Last edited by thereddaikon; 09-22-17 at 12:00 PM. |
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#11 |
Seasoned Skipper
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Real men use the Mk16, though.
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#12 |
Watch
![]() Join Date: Jul 2017
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I have successfully sunk ships with the mk16 twice. The problem is once you kill the first the others are alerted and getting proper aim is nearly impossible, especially when they can detect them far enough out to dodge. I'll have to try at killing more with the mk16 but I think it will prove to be very very hard. If they didn't flee the playable area then I could stalk and pick them off but the merchants always run until they are gone.
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