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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
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No.
![]() The only way you can get away with not having duds is in the Realism settings. If it's unchecked... no duds. I think it's that way..... (scratches head) But it's not true to real life with no duds. They actually had lots of duds.
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#2 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
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the only problem it seems to solve is they don't turn back on you but there are still Dud's
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#3 |
Captain
![]() Join Date: Jan 2004
Posts: 498
Downloads: 2
Uploads: 0
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interesting, im on 100% realsim with duds checked and I havent had one...hmmmm
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#4 | |
Lieutenant
![]() Join Date: Apr 2005
Location: Finland
Posts: 267
Downloads: 80
Uploads: 0
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![]() Quote:
![]() Usually with luck, only two out of four are duds when using this mod |
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#5 |
Planesman
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 189
Downloads: 0
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Hi
Duds are modelled as a percentage chance over the complete trajectory of the torpedo. So, if you fire a Mk14 it will have a trajectory of 4500 yrds. The chance I have a dud over that complete trajectory is, say, 50%. In that case, at any point over the trajectory it can turn into a dud. However, if it hits an object before it turns into a dud, it will explode like it should. What that means, is that you'll see a lot of duds when you fire at larger ranges (1500 yrds or more). But when you fire from up close (less than 1000 yrds) you will see virtually no duds. There simply is no time for the torpedo to turn into a dud according to the chance calculation. I hope that helps.
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