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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | ||
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
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#17 |
Stowaway
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Fired yesterday a 5-spread against a Shokaku, Dud-Dud-Dud-Torpedo Impact-Dud. The next hour i was busy evading the Escorts and the carrier got away. But that's what mods with added realism are for.
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#18 |
Machinist's Mate
![]() Join Date: Oct 2007
Location: I live in The U.S. South
Posts: 127
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I've fired ALL my torps at ships in a port & only had one go off out of the entire load out; what's that 23 out of 24 duds? So now I load Mk10's in the tubes in port & have the 14's as reserve. The folks that say it's all about angle & speed are correct, I believe their observation of the issue is spot on.
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#19 | |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
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![]() If I was him I would have made that a rectal exam :rotfl: |
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#20 |
Seaman
![]() Join Date: Jul 2008
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Most of you probably now this, but:
The history on the MK14 torpedo problems was almost criminal. The torpedoes had 3 problems: 1. They ran too deep, because they were tested without the explosive charge in the warhead. The "gun club" (Bureau of Ordnance) insisted that nothing was wrong with the running depth of the torpedo. It took a covert "testing", authorized by Admiral Lockwood to determine that the torpedoes were in fact running too deep. 2. The magnetic exploder did not function as it should. The "gun club" insisted that the magnetic exploder worked as design. Admiral Christie, in charge of sub operations in Australia, was part of the design team of the magnetic exploder and was adamant that there was nothing wrong. He even accused some of his skippers of incompetency Even after the light started shining at Pearl Harbor, and Nimitz ordered the magnetic exploder be deactivated, Christie still insisted that the exploder work fine and threatened his skipper's with disciplinary actions if they disengaged the exploder. 3. The contact exploder did not work 100% of the time. There were numerous complaints of this early in the war. As with the magnetic exploder, the skippers were accused of poorly executed attacks. After reknown skippers started to adamantly complain, the torpedo was dropped straight down from a crane. The discovery was that with a "perfect" 90-degree firing solution, the firing pin would not activate the explosives. The pin would only activate the explosivies if the torpedo hit the target at an angle. So in other words, the better your solution, the higher chance of a dud. As I said, most of you probably already know this. To me, it is amazing that the Mk14 torpedo had so many problems and the "higher ups" not only ignored the reports of their skippers, but accused them of not being good at their jobs. If it wasn't for Lockwood, the problems would not have been corrected until even later. |
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#21 | |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
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![]() All you said is true Nunya, in my case generally speaking we lost to the RNG :rotfl: (RNG=Random Number Generator). |
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#22 |
Stowaway
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Out on patrol last night I have a contact that turns out to be a tanker. Set up to " 'Kane em" I have to do this 3-4 times because he changes course just before I'm going to fire(TMO is responsible for this I think). Finally I get off 3 fish set for contact minimum depth and they all pass underneath the tanker. So I crank it up and reposition for a second try. 3 more fish, one just misses forward cause he is zigzaging and the rest pass under like the first 4. One last fish and it also passes under. 8 torps 7 shoulda/woulda/coulda hits. So I surface and take him out with the deck gun and the twin 20s. I thought TMO made it harder or next to impossible to take out ships with your guns but maybe cause he was a tanker? All this for a 1500 ton tanker!
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#23 | |
Rear Admiral
![]() Join Date: Mar 2005
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#24 |
Stowaway
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It was my first action on a new patrol. I left the depth settings at the default 5-6'.
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#25 | |
Rear Admiral
![]() Join Date: Mar 2005
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Again double check the depth before you fire. |
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#26 |
Stowaway
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I'm using manual targeting. I know that I need to check depth and (for me) especially, torpedo offset angles. I really hate when I shoot at something and the torpedo goes nowhere near it cause I didn't adjust the offset from the last time I fired.
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#27 | |
Commodore
![]() Join Date: Jul 2008
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#28 |
Torpedoman
![]() Join Date: Apr 2008
Posts: 114
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Just had 7 duds in a row, firing side on at a ship in port. All forward torps as well. Thats all six forward torps and the next forward reserve torp!!!
TOO many duds is the one thing i really HATE about TMO. I bet there were a good few more duds too, but i was so p*$$%d off, i headed back to base and ended the patrol. Keith.
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#29 |
Rear Admiral
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Yea duds suck. I had a full load, got in perfect position on a big TF with the Yamato. First Salvo 3 hits, 3 prematures...Did two end arounds, 1 hit, 4 prematures. Next round, set contact and 3 duds one hit. Four hours of play the Y is finally dead on the water. I have 5 bow and two aft. I send the first 5 and get two hits, 3 duds. Praying it would sink I line up my two afts, one contact, low speed with some angle....both fail. I go 7000 meters out and give it all my deck gun ammo. Listing bad, time compress for 1 day....never sinks.................
I wonder how many skippers died as a result of dud torps.......... |
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#30 |
Ensign
![]() Join Date: Apr 2008
Location: Helena,Montana
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And pre-matures can really make your day exciting. 2 nights ago I found a nice juicy small convoy,2 large and 1 medium tankers,escorted by 1 DD. I decided to take out the DD,then waste the convoy. Fired 2 torps at DD,900 yards....1st torp prematured 200 yards from DD,he went to flank and headed for me,along with a second one I had not seen. They kept me down for 9 hours,luckily,I got away undamaged....
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