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Old 03-15-08, 10:36 PM   #1
ddiplock
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Default Torpedo Firing

hey guys, so i've got back to SH4. Got RSRD installed along with TM Overhaul for 1.4.


I got some questions though and would like to hear from you. I've been doing the torpedo training mission to reaquaint myself the finer points of manual firing after being in a U-boat for so long

I'm getting my torpedos to hit, but they're all hitting the same spot, despite me firing at different aiming points down the length of a target in the periscope view. How can I get the torps to hit different parts of a target, as my periscope aiming doesn't seem to be working. Also, i've been putting on the Position Keeper AFTER I gather my target data and input it into the TDC, is this the right way to use the PK? As I can't remember lol

Another thing, has anyone encountered any bugs with any of the mods? Its probably nothing to do with the mods but some of the torpedos in the training mission have seriously been acting up. In some cases, despite me making NO changes at ALL to torpedo depth, i've had some torpedos in a salvo run deeper than their comrades in the same salvo if you get my meaning. Ie, i fire 4 torpedoes. Torpedo 1 runs deep and under the target, the other 3 torps all run normal at the same depth and hit....and this is when i've made NO changes to torpedo depth.

Another thing is, i've had a couple of torpedos get fired, and then just go round and round and round in circles and then detonate. Another time I fired I had one torpedo go right round and head back towards my sub before detonating prematurly.

Any advice on the torp shooting query above, and anyone else encoutnered some of these bugs?

Cheers guys

Last edited by ddiplock; 03-15-08 at 10:47 PM.
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Old 03-15-08, 11:28 PM   #2
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Real life: from 1941 until the final fix in 1943 torpedoes prematured, dudded and ran deeper than planned, causing huge amounts of frustration to captains. Some torpedoes were circle-runners--USS Tang was sunk by one of her own torpedoes.

What you are experiencing is not a bug; it was planned that way. Answer to you last question: everybody has encountered one or all of these behaviors, and they are not bugs.
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Old 03-16-08, 12:47 AM   #3
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Quote:
Originally Posted by Sailor Steve
Real life: from 1941 until the final fix in 1943 torpedoes prematured, dudded and ran deeper than planned, causing huge amounts of frustration to captains. Some torpedoes were circle-runners--USS Tang was sunk by one of her own torpedoes.

What you are experiencing is not a bug; it was planned that way. Answer to you last question: everybody has encountered one or all of these behaviors, and they are not bugs.
Ah right, ok. So the fact I just fired 2 torpedos at my first ever japanese merchant and the first one underran the friggin ship, and the 2nd was a dud is normal......right ok then lol

grrrr. Is this going to be more frustrating with its torpedos than SH3 was??
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Old 03-16-08, 07:10 AM   #4
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One difference you'll have to get used to is this: bearing to target does NOT constantly update based on where the scope is currently pointing. If you have the position keeper off, it fires to hit a target based on the bearing of the scope at the last time you sent in the range data. If the PK is on, it's based on the current calculation of the position of the ship, and where the scope is pointing no longer matters. So, you basically have two options:

1) Using the PK - if you have the PK on, the only way to vary the impact point is by playing with the spread angle settings for individual torpedoes. Fire the first one with a 0.5-1° left angle, the second with zero, and the third with 0.5-1° right angle depending on range. This should get you one hit forward, one center, and one aft on the target.

2) Forget the PK - after figuring out course and speed, decide on a firing position. Turn the scope to that firing position, and input range/AOB/speed of the target for once it's at the firing position. Then just keep the scope unlocked and fire torpedoes as the ship passes the center of the scope. Each torpedo should hit the point on the scope at the time of firing if all your data is correct.
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Old 03-16-08, 07:51 AM   #5
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Really sucks that it is so different from SH3.

Is this historically accurate?

Could the German's spread their torps by the periscope and the American's couldn't?
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Old 03-16-08, 08:30 AM   #6
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Quote:
Originally Posted by Platapus
Really sucks that it is so different from SH3.

Is this historically accurate?

Could the German's spread their torps by the periscope and the American's couldn't?
Yeah I find that to be annoying also. I think German subs were better than the American subs. They weren't as luxurious as the US boats, but they could dive nearly twice as deep as their US counterparts.

Also, does anyone know what the red indicator line on the deep depth guage is for?? Is that meant to be you're crush depth or something?
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Old 03-16-08, 10:59 AM   #7
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Quote:
Originally Posted by Platapus
Really sucks that it is so different from SH3.

Is this historically accurate?

Could the German's spread their torps by the periscope and the American's couldn't?
I'm not sure what you mean by "spread". If you mean having different angles on the gyros, so the torpedoes would hit different parts of the ship, then neither Americans nor Germans could do that from the periscope; the spread angle had to be dialed directly into the TDC. If you meant firing salvoes of several torpedoes at once, then yes, the Germans could do that and the Americans couldn't, but with one caveat: the Germans had a 'Salvo' selector switch, but it's a pretty good bet that it didn't actually fire the torpedoes; it likely just told the torpedomen which tubes to fire. SH3 has it wrong there, in firing them all at once. They certainly still fired them several seconds apart. If fired at the same time there would be too big a chance of them hitting each other, and the problem with the magnetic detonators would be even worse.
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Old 03-16-08, 11:12 AM   #8
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Quote:
Originally Posted by ddiplock
grrrr. Is this going to be more frustrating with its torpedos than SH3 was??
My computer still won't run it, but I read these boards faithfully; and yes, it has been as frustrating as it was for the real captains. In fact SH3 should have been just as bad. I kind of wish it was.

Sorry.
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Old 03-16-08, 12:48 PM   #9
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Germans had problems with magnetic exploders but disabled the function early in the war. Americans had problems with similar exploders but the Navy Brass refused to believe the exploders were at fault ... instead placing blame for poor performance on the skippers.

American torps ran, on average, 11 feet deeper than their setting because trials were done with dummy warheads ... and the dummies were too light. Circular runs were blamed on an early function that was supposed to be disabled: the ability to set a torpedo so that it would circle back and hit a pursuing DD (pre-war tactics always had the sub firing while submerged ... the surface attack made circular run a dangerous gambit).

P.S. The easiest method of picking your point of impact (on the target) is to use the O'Kane procedure.
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Old 03-18-08, 03:52 AM   #10
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I have newest version without mods. I'm playing canpaing from the beginning with externals views only on (i have duds turned on) and experience no problems with torpedoes. Game is too easy. I have no duds od strangly moving torpedoes so far, with is rather annoying because game is too easy and unrealistic
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Old 03-16-08, 11:03 AM   #11
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Quote:
Originally Posted by ddiplock
Ie, i fire 4 torpedoes. Torpedo 1 runs deep and under the target, the other 3 torps all run normal at the same depth and hit....and this is when i've made NO changes to torpedo depth.
When you lock your scope on a target, watch what happens to the depth setting. It will jump to some insane number like 22 (for large merchants). You actually have to cycle out of the torpedo tube by either "w" or clicking on it to get the setting to 'default' back to 6. If you unlock from that target and relock on it (or another target), the setting will again jump to some deep number. Once you cycle out of that tube (regardless of whether you fire) the rest of the tubes will be at 6.

This is why most players first torp runs deep and the rest do not. My best guess is the devs wanted an autocalc of draft available to the player. Or maybe it's a bug. Either way, it isn't consistent.

As for duds, set to run slow and impact. For me, it's caused my torpedo dud rate to drop bigtime. Out of 24 total torps, I'll average about 4-6 duds on a patrol, shooting from between 800-1200 yards.
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