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Old 02-11-08, 03:44 PM   #646
Galanti
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My fist suspicion was Nagara, too, but then I blew up a medium modern split merchie with one contact hit the other night.

Also, is it at all possible for a contact shot to set off the keel? I know you said it wasn't before, just double-checking with you.

Another possiblity is that those of us using RSRD are seeing alot of ammo-laden ships in our patrols, accounting for what seems to be extreme volatility of marus in general. IIRC, in the stock campaign layer no ships have cargo.
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Old 02-11-08, 05:08 PM   #647
WernerSobe
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Quote:
Originally Posted by Galanti
My fist suspicion was Nagara, too, but then I blew up a medium modern split merchie with one contact hit the other night.

Also, is it at all possible for a contact shot to set off the keel? I know you said it wasn't before, just double-checking with you.

Another possiblity is that those of us using RSRD are seeing alot of ammo-laden ships in our patrols, accounting for what seems to be extreme volatility of marus in general. IIRC, in the stock campaign layer no ships have cargo.
that could also be a reason actualy. I dont use RSRD and i havent seen that problem yet.
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Old 02-11-08, 06:13 PM   #648
stufer
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Hi there Werner Sobe. First of all I'd like to say thank you very much for all your effort on this mod - it has become one of my 'essentials'!

I'm also playing with TM and RSRDC installed and am having a blast.

I want to embrace the world of 100% realism now, including no map updates. I've just downloaded your realistic torpedoes mod and am about to give it all a whirl. I am trying to make it as hard as possible for myself (ooh err!) and so I thought I'd go for an S class in the Aleutians campaign.

Now, in TM, S class boats only get the mark 10 torpedo and I was wondering, does anything go wrong with those - both in your mod and in reality? I don't think they have the magnetic influence setting do they? Or do they?

Is there a possibility of deep-runners, premature explosions and duds (oh and circle-runners)? Both historically and in this mod?

Thanks in advance for any answers,

All the best,
Stu.
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Old 02-11-08, 07:04 PM   #649
WernerSobe
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Quote:
Originally Posted by stufer
Hi there Werner Sobe. First of all I'd like to say thank you very much for all your effort on this mod - it has become one of my 'essentials'!

I'm also playing with TM and RSRDC installed and am having a blast.

I want to embrace the world of 100% realism now, including no map updates. I've just downloaded your realistic torpedoes mod and am about to give it all a whirl. I am trying to make it as hard as possible for myself (ooh err!) and so I thought I'd go for an S class in the Aleutians campaign.

Now, in TM, S class boats only get the mark 10 torpedo and I was wondering, does anything go wrong with those - both in your mod and in reality? I don't think they have the magnetic influence setting do they? Or do they?

Is there a possibility of deep-runners, premature explosions and duds (oh and circle-runners)? Both historically and in this mod?

Thanks in advance for any answers,

All the best,
Stu.
MK10 also have malfunctions but they are much more reliable then mk14. And they have only contact detonators.
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Old 02-11-08, 07:28 PM   #650
stufer
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Great, thanks for your answer. I suppose the drawback to them is you have to get closer and that's trickier in the slower S-18. Think I'll go for single targets rather than convoys!

Cheers Werner,

Stu.
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Old 02-12-08, 01:45 AM   #651
Wolfling04
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WernerSobe, did NSM 4 come with a trial single mission like NSM 3 did?
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Old 02-12-08, 06:07 AM   #652
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Quote:
Originally Posted by WernerSobe
Analysing the problem there could be only one reason why the ships break. Their keel zone has been damaged in some way. This could happen due to following circumstances.

-There is realy almost every torpedo running deeper then set. If youre using influence torpedoes and set depth like 12 it will likely run at 20 and explode under the ship.

-If that happens even with contact detonators it could be possible that it happens to a certain ship. I suspect Nagara maru. This is by far the most frequent target you face out there. If that ship has a bug with keel zone, making it possible to break it with contact torpedoes running at 10+ feet that would explain that.

-Another reason could be a conflict in the torpedo file. If a contact torpedo generate a too big explosion bubble it may reach the keel zone when it should not.
So ROW Special Effects for NSM4 looks ok to you? I didn't funk up something?

@Wolfling04: sadly, no. No accompanying mission.
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Old 02-12-08, 07:54 AM   #653
imbiginjapan
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Tried out the extra torpedo malfunction mod last night... My first target of the night was a single large freighter. Fired four torps - 3 deep runners, followed by a circle runner that sunk me! Time to start crash diving after firing torps, I guess.

As far as the merchants splitting in half business, I have seen this as well. I will try this without RSRD to see if it still occurs, but with my current setup merchant always break in half. It doesn't appear to happen to warships - I got three hits on a Takao and it took some time to capsize and sink.
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Old 02-12-08, 10:06 AM   #654
jazman
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Quote:
Originally Posted by imbiginjapan
Tried out the extra torpedo malfunction mod last night... My first target of the night was a single large freighter. Fired four torps - 3 deep runners, followed by a circle runner that sunk me! Time to start crash diving after firing torps, I guess.

As far as the merchants splitting in half business, I have seen this as well. I will try this without RSRD to see if it still occurs, but with my current setup merchant always break in half. It doesn't appear to happen to warships - I got three hits on a Takao and it took some time to capsize and sink.
Does anyone notice this happening with tankers? I had to put a number of fish into a medium tanker the other night, and added some deck gunning, and it still went down slowwwww.
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Old 02-12-08, 02:31 PM   #655
WernerSobe
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Quote:
Originally Posted by imbiginjapan
Tried out the extra torpedo malfunction mod last night... My first target of the night was a single large freighter. Fired four torps - 3 deep runners, followed by a circle runner that sunk me! Time to start crash diving after firing torps, I guess.

As far as the merchants splitting in half business, I have seen this as well. I will try this without RSRD to see if it still occurs, but with my current setup merchant always break in half. It doesn't appear to happen to warships - I got three hits on a Takao and it took some time to capsize and sink.
Only merchants and destroyers can break in two. It is wanted but it should only happen when the torpedo explodes under the ship and not on direct impact...

bare in mind that if youre running at high realism settings without event- or external camera. You may misinterprete the results. If you have set up a torpedoe for direct hull hit and observed an impact, in does not neceseerely have to be a hull hit. You may, and you will most likely, have a malfunction with the torpedo depth resulting in unwanted keel hit.

Please, if youre unsure whats happening use external camera and watch the torpedoes. Make sure they actualy hit the hull and not the keel and if the target breaks please remember the type of the ship, the date when it happened, your mod setup (and order) and post it here. thank you.
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Old 02-12-08, 08:42 PM   #656
tedhealy
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I don't think I would have noticed it if I hadn't read about it here, but evey ship I hit in my current NSM4 patrol has broken in two.

Running
1_TMaru_Trigger_Maru_1.7.6
2_TMaru_Sound
3_TMaru_GFX-ROW_Version_5
RSRDC_P3_TM_v320
Pacific enviroment for ROW
RSRDC_V320_Patch2
NSM4 classic
NSM4 Realistic Torpedo Malfunctions

Mostly medium old split merchants that I can remember in mid 1942. All torpedoes set for 5 or 6 feet, all set to contact. One hit breaks the ship in half and I get instant sink notification. Can't tell you where they hit though, sorry. Even if they ran deep by 10-15 feet should they be busting a 24 foot draft ship in two?
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Old 02-12-08, 10:15 PM   #657
DrDrexxell
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Can someone tell me the easiest wayof locating and using the NSM mod? I downloaded it and had no luck from the initial page.

Thank you,
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Old 02-13-08, 08:15 AM   #658
WernerSobe
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Quote:
Originally Posted by tedhealy

Even if they ran deep by 10-15 feet should they be busting a 24 foot draft ship in two?
no. its definetely not right. It doesnt happen to me. I have the same setup but without RSRD
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Old 02-13-08, 08:32 AM   #659
DrBeast
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Quote:
Originally Posted by WernerSobe
Quote:
Originally Posted by tedhealy

Even if they ran deep by 10-15 feet should they be busting a 24 foot draft ship in two?
no. its definetely not right. It doesnt happen to me. I have the same setup but without RSRD
Hm...RSRDC doesn't affect torpedoes, though. And only the .sim file of the Okinoshima, with regards to ships. :hmm:
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Old 02-13-08, 09:39 AM   #660
:FI:Rabitski
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I re-installed everything again yesterday; inc RSRD. Went out on patrol and north of Bali, I came across a large cargo ship, I fired 4 contact's and dove deep. The 1st hit and everything seemed fine, then the 2nd hit and she blew up and split in 2. I'm playing with just the externals enabled, shortly after this I got a large tanker, fired 2 @ this one both fish set to run @ 35ft both went off under the tanker and blew her up. So the Magnitic's work like a charm, it's the contact one's that are a bit off. I'm running the following Mod's (All the torpedo's were Mk 23's)

Some screen shot's. This happens everytime.






Pacific enviroment for ROW.
RFB_1.4_for ROW_RC1.
RSRD_V340.
NSM4 classic.
NSM4 Realisitc Torpedo Malfunctions.
Diverate.
ROW Speical Effect For NSM4 Classic.

Last edited by :FI:Rabitski; 02-13-08 at 10:18 AM.
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