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Old 02-22-08, 02:19 AM   #16
CCIP
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I remember designing the mod for the Mk.14 failure rates, and indeed that's close to where I was aiming for! From what I could gather, the failure rate in early war was around 60-70% due to various reasons (which includes not just duds per se but also depth problems, gyro problems and premature detonations). So what you're getting is pretty much what you should expect!
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Old 02-22-08, 06:32 AM   #17
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Quote:
Originally Posted by bcarter3
If the failure rate is so high on the Mk. 14's why would you even carry any? Why not swap out the full inventory for Mk. 10's instead. Yes I know they are steam, have a slightly shorter range and only one speed setting (as far as I can tell), but wouldnt you rather have reliability vs. range?

I know when I set up for an ambush I sit 1000-2000 yards away. It seems that the Mk 10's would still work in this scenario, or am I missing something obvious here?
The main reason I can see for not carrying all Mk 10s is hindsight. They didn't have that option, primarily because they didn't know what the problem was. I play to replicate the same experience they had, so I keep the loadouts they had historically.

But that's just me.
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Old 02-22-08, 11:12 AM   #18
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The key is to set your Mk.14's to run slow = huuuge reduction in duds. It always burns my arse to do this, though, because IRL the skippers didn't have the benefit of hindsight like we do now. Plus, a 45-knot run to a 1200 yard track doesn't give 'em much time to react!

Sometimes I almost wish I had starting playing this game with a complete ignorance of the RL torpedo problems. Then again, if we didn't know about the problems they had back then, we wouldn't have had cause to bitch when they weren't included in the stock game!
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Old 02-22-08, 12:52 PM   #19
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Was in the South China Sea was smack in the middle of a huge convoy of merchants and a very large passenger liner had three mark 14s left two in the bow and one in the stern. The escorst were on to me, had made several passes already. The slop buckets at the stations were about to spill over from all the diving up and down. Finally caught a break fired two shots less than 600 yrds, dead on the liner perfect shot. Both struck portside the right under the stack. And whouldnt you know it both were duds

Escorts coming at me from all directions dived under the liner came out the other side and ran like a scalded dog. about 2500 yards away with the liner at a bearing of about 210 I fired my last fish and hit him right on the stern. Sat there and watched him grind to a stop. Must have got his running gear. Anyway nothing I could do. Three escorts circling. Had to bug out batts were down to about 15% and CO2 was rising. Had to leave 18,000 tons siting there. Once I got far enough away I radioed in. Sooooo sad.
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Old 03-06-08, 04:10 PM   #20
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Quote:
Originally Posted by Capn_Sinky
The third failure was because of a last minute redesign to the Mark 14. This resulted in the fish running on avg 11 feet too deep. This also is not reported as a dud. You just think you missed, untill you flip over to the tactical map and see a spread of fish swim harmlessly under a Isa BS. This combined with the reg stating to set the exploder to mag and the run depth set to 5 feet below the keel of the target basically meant a zero chance for a kill. To combat this find the depth of keel in the manual, multiply by 3.25 (got to do the metric conversion thingy) then subtract 12 and set to contact only.
Sinky,

Are you saying the torp depth gauge in the US subs is metric?



This gauge? Even though I'm set to use "Imperial" in my game settings?
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Old 03-06-08, 04:17 PM   #21
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I never tic dud anymore. I miss enough as it is with manual targeting. :rotfl:
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Old 03-06-08, 07:03 PM   #22
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I usually have quite a few duds when I set the torps to deep with impact pistols, even at 90 degrees, as they just bounce of the bottom of the hull. I prefer to run torps at low speed, reducing the chance of faulty pistols or prematures. Either I use magnetic (but they often run to deep) or with impact pistols set them relatively shallow (at no more than 1/2 the draft, less with warships). Duds are so annoying, especially when you see a big BB sail by. *** klunk *** Torpedo is a dud, sir! arrrghhh...
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Old 03-06-08, 07:04 PM   #23
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Quote:
Originally Posted by skwasjer
Duds are so annoying, especially when you see a big BB sail by. *** klunk *** Torpedo is a dud, sir! arrrghhh...
The scary part is Squash, you know the BB heard it!
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Old 03-06-08, 08:49 PM   #24
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Quote:
Originally Posted by SuperCavitation
Quote:
Originally Posted by Capn_Sinky
The third failure was because of a last minute redesign to the Mark 14. This resulted in the fish running on avg 11 feet too deep. This also is not reported as a dud. You just think you missed, untill you flip over to the tactical map and see a spread of fish swim harmlessly under a Isa BS. This combined with the reg stating to set the exploder to mag and the run depth set to 5 feet below the keel of the target basically meant a zero chance for a kill. To combat this find the depth of keel in the manual, multiply by 3.25 (got to do the metric conversion thingy) then subtract 12 and set to contact only.
Sinky,

Are you saying the torp depth gauge in the US subs is metric?



This gauge? Even though I'm set to use "Imperial" in my game settings?
I swear I'm not as dumb as (I hope) I appear.... but my torps are still running deep.

I just completed an encounter with a Kongo, 27.9 draft. Multiplied, that's 90.6.. Minus 11 = 79.6.....

Soooo... I set the torp depth at 15 per the US gauge illustrated above. That's a give of, what? 13? And three of them just flew right under her.

Then, I decided to divide.... 27.9/3.25=8.6 rough. Cant take 11 away from that unless you consider the deck gun. :p

*Lost on patrol with torps that he can't program* MAN TEH DECK GUN!!1
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Old 03-07-08, 08:52 AM   #25
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Let's get this straight, the gauge is supposed to be read in feet not meters/yds, correct?? Meaning that the Kongo draft as stated above is actually 27.9 ft. It appears that SuperCavitation is multiplying that by 3. That can't be right, can it??
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Old 03-07-08, 10:55 AM   #26
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Imperial; those are feet, go to the torp training mission, set them for 3 feet and shoot a bunch and follow them with the cam. Then shoot some at 50, easy to verify.

I about had a heart attack here , its early in the moring and the caffeine still has not kicked in....slow deep breaths....easy there Mr. Heart
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Old 03-07-08, 10:55 AM   #27
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Default Ref metric conversion

Sorry about the confusion. The torpedo depth gauge in game is imperial measurements. The paper manual however is in metrics. For example the Yamato (in the manual) shows a depth of 10.9 meters. To convert that depth to feet you multiply 10.9 x 3.25 which gives you a depth to keel of roughly 35.5 feet. You would then sub tract 12 feet from that (to count for the running too deep error) and you get 23 feet.(Yeah yeah yeah, I know its 3.28 blah blah blah feet per meter but were not putting men on the moon, were just trying to compensate for a freaking crapy torpedo, sorry about that, just know there are rivit counters in the crowd ) All things considered then you should hit between 23 and 35 feet below waterline. You want to hit as close to the keel as possible, but not undershoot completely. Also make sure you get a spread. 20 holes in the same compartment does not make a boat sink any faster. Course i do wonder if you kept the same aiming point yet vary the depth vertically, could you saw him in half?:hmm:

Sorry about the confusion. Oh the horror, there is probably a Blue Whale somewhere in the pacific wanting to know who's got it out for him, and its all my fault
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Old 03-07-08, 11:15 AM   #28
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Quote:
Originally Posted by Wilcke
I about had a heart attack here , its early in the moring and the caffeine still has not kicked in....slow deep breaths....easy there Mr. Heart
:rotfl:

I know I'm as much at fault as anyone for sometimes asking obvious questions. But I'm determined to get the basics of this game yet. I waited almost 10 freakin years for the franchise to get back to the pacific, and dammit, I'm not gonna be cheated!!!
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Old 03-07-08, 11:29 AM   #29
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Quote:
Originally Posted by SuperCavitation
I just completed an encounter with a Kongo, 27.9 draft....

Soooo... I set the torp depth at 15 per the US gauge illustrated above. That's a give of, what? 13? And three of them just flew right under her.
Right so, I tried in feet and three still went under her. The way I sunk her was to leave the daggum gauge at 6' and unload the tubes. I probably should have spread them but I was so aggrevated at that point I just wanted to sink her and move on. Lord, the DD were ticked, too.

I'm going to start setting my torps with a 15' give where possible (assuming the wife lets me play this weekend) and see what that does.

EDIT: LOL! Sorry, Wilcke. =-P
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Old 03-07-08, 02:37 PM   #30
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Super C what was your range when the three went under? Just curious.

I feel your pain though man. What I hate is when you fire off six good ones and some kamakazi DD jumps between you and your target and takes em. Nothing worse than watching 6 torps hit a destroyer that was dead after the first two. As it's going down four more... whoom! whoom! whoom! whoom!
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