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Old 08-30-07, 09:31 PM   #1
nattydread
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Default Did patch 1.3 eliminate duds when only using contact fuses?

I have yet to have a dud contact fuse in 1.3 with 4 patrols and some dozen or more kills and dozens of fish fired. My only "dud" was one mag pistol used against a mortally wound merchant dead in the water.
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Old 08-30-07, 09:43 PM   #2
GT182
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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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Old 08-30-07, 09:57 PM   #3
leovampire
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Default Even with that unchecked I still get DUD torpedo's

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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Old 08-31-07, 12:27 AM   #4
nattydread
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interesting, im on 100% realsim with duds checked and I havent had one...hmmmm
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Old 08-31-07, 12:40 AM   #5
Misfit138
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Quote:
Originally Posted by nattydread
interesting, im on 100% realsim with duds checked and I havent had one...hmmmm
Well, if that's really bothering you then try the Torpedo Harcore mod

Usually with luck, only two out of four are duds when using this mod
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Old 08-31-07, 11:14 AM   #6
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Default Duds & how it works

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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Old 08-31-07, 05:28 PM   #7
Der Teddy Bar
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Quote:
Originally Posted by nattydread
I have yet to have a dud contact fuse in 1.3 with 4 patrols and some dozen or more kills and dozens of fish fired. My only "dud" was one mag pistol used against a mortally wound merchant dead in the water.
What period of the war are you playing?

The Mk14 torpedo has 2 period's, 01/01/1938 to 01/06/1943 & 01/06/1943 to 31/12/1949.

Each period has it's own set of values for chances of failure for impact and magnetic pistols; Depth and Gyro.

For the period 01/01/1938 to 01/06/1943 when the Mk14 torpedo is set at slow i.e. 31 kt's then all dud chances are scaled down by 50%.

For the period 01/06/1943 to 31/12/1949 there are no failures specified for impact and magnetic pistols. There are also no failures specified for Depth. The Gyro error is 20%.
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Old 08-31-07, 09:34 PM   #8
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Im in late 41 early 42...but i never fire from greater than 1,000yds.

I hunt individual and small convoys without escorts, so i can get in close...real close!
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