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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Silent Hunter
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![]() I was looking at the details on the other forum and was wondering about the depth charge throwers/projectors. Does anyone know what the differences are in the launchers and depth charges? |
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#17 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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My IJN mod that is folded into RSRDC has the different japanese DCs as well as SH4 can deal with them. In reality, they should have just a few possible depth settings, but that doesn't work in SH4.
I did change the thrower ranges and DC explosive level to match the amount of explosives. Never bothered with the ASW mortar, as far as I know they were entirely useless anyway.
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#18 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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look at the back of it, it sure looks like the gun I modded for our I-Boats !
keltos |
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#19 | ||
Silent Hunter
![]() Join Date: Sep 2010
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![]() Quote:
So, I assume the type 3 was the later (better?) model. Was the advantage a farther throw or a heavier charge? Quote:
Rgr that. |
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#20 |
Navy Seal
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Location: New Mexico, USA
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Type 95, then Type 2 (like the "zero" aircraft, the number is the japanese calendar year).
Late type 95s had an extra depth setting (it added a 90m setting to the extant 30m and 60m). The 95 had a 100kg charge and fell at 1.9m/s. The type 2 had a few charge versions, with the smallest at 105kg, and the largest (most common) at 162kg. They fell at 3m/s. The throwers are tricky. They use a charge to blast out the arbors, and the range depended on single side throws (all the blast shooting 1 charge), or a double. No such control in SH4. Single throws had a range of 105m, and doubles were 75. Used 75. That's for a type 95, at a total weight of less than the explosive weight of the type 2, so the latter got smaller patterns.
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#21 |
Seasoned Skipper
![]() Join Date: Jun 2007
Location: Bremen/Germany
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Hi,
i just finished the Ukuru Class ( Kaibokan Type B ). ![]() ![]() ![]() ![]() Now i wanne rework the C Type a little bit ![]() Regards Maddy
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#22 |
Silent Hunter
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![]() A question: |
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#23 |
Rear Admiral
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That won't effect the crew, I like the idea, a more deadly pattern for us flankers that try to outrun charges.
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#24 |
Navy Seal
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Location: New Mexico, USA
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There was no forward thrower an any IJN escort.
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"Government, even in its best state, is but a necessary evil; in its worst state, an intolerable one." — Thomas Paine |
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#25 |
Silent Hunter
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![]() I was thinking that even if wanted to mount them forward, and didn't care about the bow gun crews (I know the game doesn't care care about the crews), how would charges be moved up? There has to be some sort of hoist near the stern for this purpose, right? |
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#26 |
Rear Admiral
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Usually there is a charge storage rack next to the thrower with a hoist to load. Y guns had to be placed on the center line of the ship, which was problematic, so I think K throwers replaced most of them later war. I think some K guns had pivot bases so they could be turned at different angles.
Still, I like the idea of a Y gun in game on the forward deck, just too easy to evade charges in the game.
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![]() You see my dog don't like people laughing. He gets the crazy idea you're laughing at him. Now if you apologize like I know you're going to, I might convince him that you really didn't mean it. Last edited by Armistead; 02-08-13 at 07:39 AM. |
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#27 |
Seasoned Skipper
![]() Join Date: Jun 2007
Location: Bremen/Germany
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Iam back again,
now i finished the Type A Kaibokan ( Shimushu / Etorofu ) ![]() ![]() ![]() The Type C and Type D is also ready. Regards Maddy
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#28 |
Rear Admiral
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You gonna put it out for a mod or just include it with FORS..Course, I have no problem kidnapping your ships files for my own personal use...
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![]() You see my dog don't like people laughing. He gets the crazy idea you're laughing at him. Now if you apologize like I know you're going to, I might convince him that you really didn't mean it. |
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