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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | ||
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#17 | |
Seaman
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The problems of the Mk14 were solved in this order: 1) running deeper than set 2) magnetic exploder either not working at all or causing premature detonation 3) contact exploder not working when hitting the targets in the 90-degree range because of a weak firing pin. So the mod you suggest would need to have, essentially, four different versions of the Mk14: 1) an early war model where the contact exploder is either completely disabled or strongly gimped to either force or encourage you to aim under the hull, along with a random depth error between 10 and 25 feet and a magnetic exploder with X% failure rate 2)a mid-early war torp that runs at the correct depth but with the same exploder problems. 3) a mid war torp with the magnetic exploder completely disabled but with the contact exploder working the exact opposite of the one in SH3: you will recall that in SH3, the exploder was only reliable withing X degrees of 90 and that oblique shots would often fail to explode. Simply flip that over, and you have the Mk14 contact exploder. 4) a mid-late war torp with no problems, but still with a Y% failure rate (as nothing was ever really perfect). I don't know how easy this would be to mod. The best case scenario is that you can create separate torpedos with varrying levels of supply, to simulate the availability of "fixed" torpedos. But if that's too hard then you can probably just have a mod that tweaks the torp performance at various dates but I don't know if you can actually mod how the exploder works. |
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#18 | |
Seaman
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#19 |
Gunner
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Of Course
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Kapitan Clauus on a 5 day shakedown patrol. New crew, new Kapitan waiting for results. Using GWX 3.0 |
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#20 | |||
Eternal Patrol
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“Never do anything you can't take back.” —Rocky Russo |
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#21 | |
Seaman
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I think that pretty much everyone knew that they didn't work right, but some skippers were just more adept at discerning which orders should be followed and which shouldn't. Let's not forget that most of the early war skippers were older, peace-time navy skippers, who had risen to their positions by playing the game. It took a while for the maverick, do whatever it takes-type of skipper to become commonplace. That and at least a certain number of torps worked just fine, which would dissuade some skippers from using non-approved tactics since their buddy so-and-so had just come back from a patrol with a few ships sunk and everything had worked well for him. There was immense pressure on skippers to sink ships. Those that didn't were replaced. Yet there was also immense pressure to operate exactly as ordered. This affects different people differently. |
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#22 |
Machinist's Mate
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Well after reading this all over I understand your guys' comments. But as far as the war date and torpedo settings...I'm playing in November of '43.
And From what AVG said, I guess if anyone would like advice Ill give it out. Its all about not stressing out.
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Sargo Class USS Sargo |
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#23 | |
Seaman
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The biggest problem for me was AOB. I was getting it pretty close, but my shots were consistently missing either just forward or just aft of the target. Once I changed my method of determining AOB, my shots are all hitting except for duds and when I rush a shot or make a stupid mistake. Previously, I was determining AOB either by my manual plot or by eyeballing it. Once I watched wernersobe's vids, where you determine course and then adjust the AOB wheel until it matches the target heading in the tdc, that problem was resolved. I really wasn't off by much before that, but over time the PK will really be off with even a relatively small AOB error. I was also getting the range wrong by a couple hundred yards...again, not much but enough that over time the PK ends of being off just enough to miss. First I was a victim of the known imperial measurement error with ship heights, but then I was just not being careful enough when using the tool. Some people have said that range doesn't matter at all, but I don't see how this is possible. I was usually right on with speed but again, even a mistake of a knot or two can cause a problem over time or with a long shot. +/- ~200 yards and ~5 degrees AOB when you start the position keeper can ruin the entire shot if you just assume that everything is correct. And the indicated bearing and AOB on the pk is close enough to the target's true bearing and AOB that you don't notice an error a lot of the times. It can look like you've set the shot up perfectly, only to have torps miss the target by several yards |
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#24 | |
Machinist's Mate
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Sargo Class USS Sargo |
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#25 | |
Seaman
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#26 | |
Beach Leaf
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#27 | |
Machinist's Mate
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EDIT: Woodril Wilson? i think that may have been the other one.
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Sargo Class USS Sargo |
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#28 | |
Machinist's Mate
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Sargo Class USS Sargo |
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#29 | |
Seaman
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#30 | ||
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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