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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Gunner
![]() Join Date: Jan 2015
Posts: 95
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18. Torpedo Failure Fix
This Fix tries to model the torpedo crisis until 1942 and also tries t from too shallow torpedo depth settings. Fig. 1 below illustrates the Failure Fix. The depth D1 is equal to the windspeed-dependent wav above D1 are surface runners and lead to a failure probability of p Figure 1). Depth D1 can be calculated as follows: D1 = 0.25 · Windspeed = Windspeed / 4. The depth D2 can be calculated: D2 = 0.4 · Windspeed = 4 · Windspeed / 10. Water below depth = D2 is assumed to be calm. Torpedos below D2 probability of p = po. The value of po depends on the time (torpedo c pistol chosen (magnetic/impact). Details see below. The area betwee is the area of turbolences. Here, the failure probability sinks linear p=98% at depth = D1 to the small value of p=po at depth = D2.
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#17 |
Commander
![]() Join Date: Apr 2013
Location: Buenos Aires
Posts: 456
Downloads: 159
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hi, i have another related question about the fix torpedo.
in pdf says about about a safe limit d2 deep to have high posibility of succes. Also incluide a table of porcentage of pistol failure. My question is the fix get this 2 failures at same time, becose i have lots of miss under keel at 25m under d2 (wind 10, depht=7.5 or 8) with magnetic pistol. This way i can undestand that could happens no by the deep setting, so by the pistol failure. Is this way? And i never see a complete listo of causes of failure, there are more than "early detonation" and "impact pistol failure by bad angule"? thanks is a very good post
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#18 |
Admiral
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Bad weather affects more than the torpedo.
It affects the target ship speed. What I mean by that, if you are tracking the target speed in bad weather, it will change. The ship may go from 5kts to 7kts or less! I use the 3 bearing method a lot and this is pretty accurate, but when the seas are rolling, the speed, and the distance of the ship are affected by the rolling waves. With that in mind, the ship moves up and down with the waves, slows down and speeds up due to the physics of the ocean. Even if you set your depth perfectly, and knew the torpedo was good and will not fail, you could miss your ship. And for those of you that love to set your torp shallow to impact the ship, you risk a failure. This is what they call a lose/lose situation, but this is what the commanders faced every attack. The way I do it is if I see a lone ship I really want, but will I just can't wait for the weather, I only use aft torpedoes. That way if I fail, I don't feel so bad about losing one torpedo versus 4. Trust me I would be tempted to use them all.
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#19 |
Commander
![]() Join Date: Apr 2013
Location: Buenos Aires
Posts: 456
Downloads: 159
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No, torpedo went 25m down like failure, I checked some with external camera. I was reading about weather modding and I see steibler said that game engine supports winds of 30 lbs, but message only says 15.
I wish to know if 10kmh ate really 10. I have rates to higher about 50% when magnetic pistol have only 15.
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#20 |
Gunner
![]() Join Date: Apr 2005
Location: AZ
Posts: 93
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Hmmm.... lots of variables in bad weather no doubt and it took me a few careers (years) to learn some technique.
In my case, I have a fair success rate in high-seas/high-winds by setting torps to slow, 3 to 3.5 meters depth w/impact. And depending on the type of merchant and draft, I may send two fish simultaneously for good measure. Also, I attack mostly at periscope depth not more than 600-700 meters distance from target as near as possible to 90 degrees off the bows. This does take a lot of stalking to make it a total surprise attack but how does 75% kill rate hit you? Do-able~! ![]() BTW: I'm at 74% realism w/GWX3. |
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