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06-27-17, 06:39 PM | #31 | ||
Engineer
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It's in config.txt under difficulty settings: Quote:
I already tested the game with a value of 15 (7.5 minutes, so that 2 torps cam be loaded in 15) and was actually surprised how little effect this had on gameplay (or maybe I adjusted quickly to the new situation). |
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06-27-17, 06:40 PM | #32 |
Commander
Join Date: May 2001
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You'll be asking for a battered Mars bar or deep fried pizza too I suppose
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06-27-17, 06:44 PM | #33 | |
Planesman
Join Date: Apr 2005
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06-27-17, 06:50 PM | #34 | |
Seasoned Skipper
Join Date: Jul 2007
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The reload times are in the vessel data files under the weapon systems block. Players can simply edit this value to what they think works best. For some reason rate of fire is never given for submarines while it is for surface ships. |
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06-27-17, 10:22 PM | #35 |
Electrician's Mate
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Rate of fire is determined by how fast the ejection pump can cycle. Usually in about 30 seconds or so. Each tube has its own slide valve. You can only have one slide valve open per bank. These are mechanically and electrically interlocked. We have not used compressed air to directly eject a weapon for 60 years or so...
We use compressed air to move the ejection pump piston which moves the water cylinder forcing seawater up through the Impulse tank. The impulse tank is a vertical tank which has both tubes running through it.. The slide valve for the tube being shot opens and allows the water from the impulse tank into the tube, thus forcing the torpedo out with HUGE force.... three to four G'sss This is one of the reasons you can launch at any speed. Here is a crude quick drawing: You can be draining/loading a tube at the same time you are shooting the other tube in the bank. The cycle time is from the time of fire to when the ejection pump ram goes back to battery, ready for the next shot.. zz |
06-28-17, 02:45 AM | #36 |
Sailor man
Join Date: Jun 2017
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After conversing with a former serving crewman, he reckoned provided the required weapon was on the rack right behind the tube in question, he reckons 2-3 minutes tops.
It is rather more complex when the weapon has to be moved around as it stowed away in the wrong place, when it all becomes a bit like a sliding puzzle as you need to move other weapons around to make a slot for the one you want. This could take 15 minutes or more. |
06-28-17, 06:17 AM | #37 | ||
Engineer
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And before someone says it would be too unintuitive for a game, no it wouldn't. You could just make the "stores" panel look something like that: A simple glance at this panel would give you an idea how can you reload a desired weapon. Then, in between missions you could rearrange the stores by simply dragging a weapon into selected slots. The same would apply to refitting at port. |
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06-28-17, 06:50 AM | #38 |
Stowaway
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Great post Harpoon, I agree.
This is one of the many small details that turns a game into a deeper sim without making things complicated, I feel. |
06-28-17, 07:04 AM | #39 |
Electrician's Mate
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Both outer doors can be open at the same time. Just one slide valve.
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06-28-17, 07:25 AM | #40 |
Loader
Join Date: Jul 2012
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06-28-17, 07:43 AM | #41 | |
Engineer
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Ok, but you still need to open the slide valve to launch the torpedo, right? So you can't launch the second tube if the first one is open? Or is it that after launching a tube you can close the slide valves but keep the tube open to not loose the wire, then refill the tank and shoot the second tube? |
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06-28-17, 07:50 AM | #42 | |
Ocean Warrior
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Grumpy as always. |
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06-28-17, 08:54 AM | #43 | |
Electrician's Mate
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06-28-17, 09:03 AM | #44 |
Electrician's Mate
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The silver canister on the back of the torpedo in the pictures is called the Torpedo Mounted Dispenser (TMD). It contains approx 10kyds of guidance wire, with 250 yards is enclosed in a armored sheath call the Flex Hose. The TMD primary purpose is to pay out wire to compensate for own ship maneuvers.. The torpedo still has its own spool.
This is why I say the wires fail too often in the game... |
06-28-17, 09:10 AM | #45 |
Commander
Join Date: Sep 2004
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It's sucks that the wire fails too often because from what I remember from Dangerous Waters is that you always want to fire in a lag LOS but in CW that means wire break.
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