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Old 10-18-08, 06:11 AM   #16
Nisgeis
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From accounts I have read, it seems the Mk.10s were not as reliable as they are in the game. They leaked, so if left in a flooded tube, they would fill with water and not work properly. Their gyro setters were also worn out by years of practice drills. They were prone to binding so they could not be turned and also they could not but turned fast. so a close or fast moving target meant the gyro angles could not be matched.
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Old 10-18-08, 06:47 AM   #17
jamz
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What is the logic behind arming a non-homing fish after a whole 400 yards? Why not 100, or 80? Collateral damage to the sub?
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Old 10-18-08, 07:46 AM   #18
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Quote:
Originally Posted by jamz
What is the logic behind arming a non-homing fish after a whole 400 yards? Why not 100, or 80? Collateral damage to the sub?
Yeap!
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Old 10-18-08, 08:27 AM   #19
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Quote:
Originally Posted by jamz
What is the logic behind arming a non-homing fish after a whole 400 yards? Why not 100, or 80? Collateral damage to the sub?
Evern wonder what might happen if one got launched while in dock

Dont laugh I've done it before the 'fire' button got modded out... :rotfl:
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Old 10-18-08, 02:56 PM   #20
Nisgeis
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Quote:
Originally Posted by jamz
What is the logic behind arming a non-homing fish after a whole 400 yards? Why not 100, or 80? Collateral damage to the sub?
That's the idea, although some of them still exploded immediately after launch. It also didn't help if they half launched and got stuck in the tube, as the oncoming water would arm them. There's also the problem of crew. In 'War in the Boats' by Capt. William J. Ruhe, he describes going into the torpedo room and seeing someone absent mindedly playing with a torpedo arming propeller whilst reading a book. Extend finger, stroke propeller down a fraction of a turn, repeat. Ruhe shouted at him, and he protested saying that he wasn't causing any harm. On disassembly, the torpedo was discovered to be about three quarters of a turn from being armed.

That's paraphrasing and I haven't looked up the exact passage. Someone correct me if I got the details wrong.
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Old 10-18-08, 03:24 PM   #21
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Quote:
Originally Posted by SteamWake
Quote:
Originally Posted by Quillan
Torpedo is a dud sir!
Torpedo is a dud sir!
Torpedo is a dud sir!
Torpedo is a dud sir!
Torpedo is a dud sir!
Ah... youve been on my boat?! :rotfl:

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Old 10-19-08, 01:07 AM   #22
LukeFF
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Quote:
Originally Posted by Nisgeis
From accounts I have read, it seems the Mk.10s were not as reliable as they are in the game. They leaked, so if left in a flooded tube, they would fill with water and not work properly. Their gyro setters were also worn out by years of practice drills. They were prone to binding so they could not be turned and also they could not but turned fast. so a close or fast moving target meant the gyro angles could not be matched.
That was pretty much the case. Norman Friedman also makes the note that the Electric Boat S boats (the ones we have in game) were originally not fitted with torpedo tube gyro setters. However, he makes the note that in the boats originally fitted with gyro setters (Government and Lake boats), the procedure needed to transmit gyro sets from the conning tower to the tubes was unsatisfactory. This was all in the early 1920s, so it would be interesting to see how the situation changed between then and WWII. At least two S boats (S-42 and S-47) were equipped with Mark 14 torpedo directors. By "torpedo director," does Friedman mean the TBT?
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