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Old 08-15-07, 06:42 AM   #1
Bando
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Default [RE:] Tweaked torpedoes

Hello all. I made various tweaks to the torpedoes, all in the readme, the most important one is the Mk10 tweak. This torpedo cannot be fired anymore with a gyro angle. It must be fired while aiming the whole sub. See the readme for details.

Edit

Readme:

Based on the work of CCIP, who made the torpedo hardcore mod.
Basic changes:
-All torpedoes:
-Impulse powers increased
-Arming distances from 200 to 400 mtr
-Mk 10:
-Tweaked depth keeping error to occur max 12 feet.
-This torpedo never had a gyro setting capability, therefore it's removed. This basically means you'll have to aim this torpedo with the ship. TDC is usefull for knowing where the ship is, but not as an aiming tool, for the torpedo will ALWAYS run straight.
-The DUD chances on impact have been reduced. The Mk10 did not have the same pistol problems as Mk 14. There still is a chance there for a dud, to simulate the torpedoes being old and worn.
-Mk 14:
-Wave effects are slightly reduced
-Depth keeping error to max 12 ft.
-Mk 16:
-Had none of the pistol issues of Mk 14, corrected in this file.
-Mk 18:
-Was a poor performing torpedo (abandoned 1950) and it's tweaked in this file to simulate that fact.
-Mk 27:
-This was a passive homer. Should be fired at 100 - 150 ft depth to avoid the little bugger to home on to yourself. At this moment I don't know how to tweak this, maybe a future project.
-The tweaks made on this torpedo are the explosive power (reduced) and the straight run/arming distance which are both set at 400 mtr.

Tested this for about 8 real life hours (approx 2 weeks of sim time) and found it to be working.
Especially the Mk 10 is a challenge.
Hope you like it
Bando

V2

http://files.filefront.com/Torpedo+t.../fileinfo.html
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Last edited by Bando; 08-18-07 at 08:02 PM.
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Old 08-15-07, 09:25 AM   #2
Bill Nichols
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My understanding is that the Mk10 did have gyro pots, but these had to be set manually (torpedo out of the tube).

BTW While on Nautilus we actually had to use this aiming method (pointing the boat) during one exercise firing with Mk14s, when our TDC was kaput. Worked like a charm.
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Old 08-15-07, 12:46 PM   #3
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Quote:
Originally Posted by Bill Nichols
BTW While on Nautilus we actually had to use this aiming method (pointing the boat) during one exercise firing with Mk14s, when our TDC was kaput. Worked like a charm.
Could you give some kind of relativistic indicator on that "charm", in the form of a simile?

"Worked like a charm caught on the side of a small hippo while it's tangled up in your rubber raft after slashing it open and throwing everyone into the whitewater rapids."

"Worked like a charm on that Lucky Charms commercial where you want to strangle that annoying Irish guy."

"Worked like a charm as long as you didn't need less than 3 degrees arc resolution."
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Old 08-15-07, 01:08 PM   #4
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lol
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Old 08-16-07, 06:40 AM   #5
AkbarGulag
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Quote:
Originally Posted by tycho102
"Worked like a charm caught on the side of a small hippo while it's tangled up in your rubber raft after slashing it open and throwing everyone into the whitewater rapids."
:rotfl:

I downloaded your mod. Incase anyone is wondering, it comes with a comprehensive 'Readme' on all the changes. (maybe you could paste the readme text in this thread Bando?)

I think I will need to start a new campaign with a sugar-boat to test this out though. If Bill thinks these may have been gyro capable but had to be loaded AFTER setting gyro's, someone may be able to simulate this with an extra long pause before a tube launches while leaving the Torps adjustable. No idea if it can be done, but with so many Subsim users loving realistic, historically correct content, it may get a few users. Although aiming the whole sub sounds challenging in itself ^^
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Old 08-16-07, 08:27 AM   #6
tater
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^^^ LOVE that sig, BTW. LOL
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Old 08-16-07, 10:35 AM   #7
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It's too bad the game won't remember gyro angles by fish (instead of globally).

I could see setting up a 1 degree spread on fish before loading.

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Old 08-16-07, 11:56 AM   #8
Bando
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Quote:
Originally Posted by AkbarGulag
I downloaded your mod. Incase anyone is wondering, it comes with a comprehensive 'Readme' on all the changes. (maybe you could paste the readme text in this thread Bando?)
Done
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Old 08-16-07, 12:05 PM   #9
tater
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nice, bando!

The max firing depth is a UPC change (or cfg) for each sub. It's a text file like setting PD depth (might be same file, actually).

Not sure if the depth errors should really be a wide range for either the mk10 or mk14.

From my reading the mk14 was ALWAYS deep, from ~10 to 12 feet. The mk10 was always deep ~4 feet. This is because they were simply calibrated wrong, it wasn't really a depth-keeping issue so much as a fundamental flaw int he calibration. They were effectively SET (zeroed) too deep.

Not sure if you can model that though (I bet they could still have a failure and run outside that "normal" deep run as any torp could have a failure).

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