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Old 04-13-07, 04:06 PM   #1
CaptainKobuk
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[REL] TORPEDO +25% more powerful (by CaptainKobuk)

:rotfl:100% PATCH 1.3 COMPATIBLE:rotfl:

TORPEDO +25% more powerful (by CaptainKobuk)


DOWNLOAD LINK #1:
http://myfreefilehosting.com/f/948d1ce5c6_0.1MB

DOWNLOAD LINK #2:
http://www.megaupload.com/?d=NOX44SL9

Install this MOD with JSGME http://www.users.on.net/%7Ejscones/software/products/jsgme_setup.exe


files effected:
-----------------------------------
\Data\Library\Torpedoes_US.zon
-----------------------------


What this mod does:
----------------------------------
The 4 variables that determine the destructive power of each of the six USA Submarine Torpedoes in the game were each inceased by 25%. The MK10, MK14, MK16, MK18, MK23, MK27.

There only 4 moddable numbers for each torpedo's hitting power in the game. These are the minimum and maximum RADIUS of the area on the target that is effected by the torpedo's explosion. And the minimum and maximum EXPLOSIVE POWER of the torpedo warhead. These ranges in value simulate the fact that in real WWII naval warfare, when a torpedo hit a ship the resulting explosion was never guaranteed to be always the same. This MOD keeps true to that simulation. So in this game, when you shoot a torpedo and it hits your target, the resulting damage could be 50% less than the possible maximum.

I checked and rechecked this MOD for mistakes. Like wrong numbers in the modded variables. There are no mistakes in this MOD. So this MOD can be used with confidence.


Why this mod?:
----------------------------------
In my opinion the original torpedoes in this game were underpowered. I wanted to increase that power just enough to balance things out in favor of having more fun and satisfaction. Which has to also include maintaining the game's challenge. So it's not too easy. Easy is no fun.

How much is too much torpedo power to MOD into this game? I've tried a 50% increase and it resulted in some oddities. Like hitting Destroyers straight on in their bow as they are chasing you and having them too often be crippled, floating motionless with bow deep down in the water. That seemed unrealistic and too easy.

The flip side of that coin is an underpowered torpedo that too often hits too weakly. Too often wasting the shot. Too often causing frustration. I really believed something had to be done to Mod back into this game the realism of the true devastating power and the dread of being on a ship and being struck by a torpedo.

Let me know what you think about this MOD.

Last edited by CaptainKobuk; 07-16-07 at 08:48 PM.
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Old 04-13-07, 04:26 PM   #2
jmjohnson36
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Default great work

I agree with you 100%...I was looking at the same thing. The effectiveness of the American torps was better than what is displayed in the game.

Again Great job!
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Old 04-13-07, 04:35 PM   #3
Ducimus
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You could call them Torpex warheads i suppose

http://en.wikipedia.org/wiki/Torpex

I beleive the orginal warhead were cordite? not sure. But i do know Torpex was a later development and earned praise from the commanders that had torpedo's with said warhead.
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Old 04-13-07, 05:13 PM   #4
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This would propably be a good time for quote from "Silent Victory":

"... warheads of the Mark 14 torpedo were relatively puny, 500 pounds (TNT). If the force relied solely on contact exploders, it could never hope to penetrate the armor of the glamorous targets: battleships and aircraft carriers. Moreover, one 500-pound warhead was not likely to finish off even a sizable mechantman. A positive sinking would require at least two or three torpedoes-perhaps four- an unaccettable expenditure, considering the acute shortage and the slow production rate in the United States."


I personally think, that when (if) the dev's tune the damage modelling for some ships a bit , it is fair to say that the torpedo effeciency is pretty well done in sh4. Apart, that you can always punch a hole in a torpedo belts, which shouldn't always happen. But if you wan't to have more power, go for it.
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Old 04-13-07, 05:42 PM   #5
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I'm using the tough sub detection settings of the latest 'Flavored to Taste' MOD. So i've given the Jap side some perks to balance out my added firepower.

And given what was just said about the MK14, i'm glad i've only added 25% more firepower. It's not a whole lot more, but enough to put some more good hits on the Jap's improved sub hunting ships. Without any overkill.

The game just needed a slight pickup in the fun department in the area effected by this MOD. Even though some torpedoes like the MK14, to be fair, could be said to be properly simulated in the game.

There was a lot of corruption in the USA industrial production of torpedoes for many years before WWII. From what i've read it was for quite a few years. Resulting in a crisis with duds at one point in the war. And other problems. I think if that were not the case, we probably could have had much better torpedoes throughout the entire war. Not just the final year of the war. After our torpedo problems were finally ironed out. Greedy industrialists had to be kicked into line i guess.
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Old 04-18-07, 10:24 AM   #6
Edward
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The torpedoes seem a bit underpowered in the stock game. Realistically it did not take four torpedoes to sink a medium sized merchant. Is this mod compatible with Patch 1.2?

Or can we use the old Torpedo_zon text tweak file to fix this with the minitweaker in patch 1.2?

Thanks in advance for the help. I think the patch really makes this game take off.

Edward
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Old 04-18-07, 10:09 PM   #7
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From the manual for Silent Hunter 1
Quote:

At the war’s start, the Mark 10 had been in service on the older S-boats for a
decade. The warhead of the Mark 10 carried 497 pounds of T.N.T. in 1941; later
it was converted to carry 485 pounds of torpex. Fitted with the Mark 3 contact
detonator, the Mark 10 had a range of 3500 yards at a speed of 36 knots.
The Mark 14 was the latest in U.S. torpedo technology in 1941. While still
21 inches in diameter, it had been designed to be superior in almost every
way. The Mark 14’s normal range had been increased to 4500 yards at a
speed of 46 knots, but was also capable of a greater range of 9000 yards at a
lower speed setting of 31.5 knots (although in practice this was rarely
used). The warhead held 507 pounds of T.N.T. when first issued, but was
later improved to carry a 668-pound torpex payload. The crucial difference
between the Mark 14 and its predecessor was the Mark 6 detonator.
Using the figures for torpex being 50% etter than tnt, thats the equivalent of 1002 pounds of TNT for the mark 14, or just under twice the power of the early war versions, and 727 pounds of TNT for the torpex mark 10, roughly 1 and a half times the power of the early mark 10s.
For realisms sake, the later war torps should have 1.5 to 2 times the power of early war torps.
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Old 04-20-07, 07:34 AM   #8
yllekm
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Nice - tried it out tonight and had a ball. No more ploughing four torps into a freighter to kill her. One shot and she's dead.

While I agree that the original torps seem underpowered, at +25% they might be just a bit overpowered. How about 15 or 20%?
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Old 05-05-07, 05:46 AM   #9
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how historically accurate is this? i put one into a destroyer, the other missed for too great a spread, and it left a large gaping hole amidships, just beneath the funnel. it sank soon enuff
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Old 07-24-07, 06:02 PM   #10
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bttt for the "how historically correct" is this mod. im curious to see how the "real" damage from WW2 was compared to this mod.

thanks.
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Old 07-24-07, 11:10 PM   #11
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I don't think this mod is needed anymore. Earlyer I ran into a task force with 2 carriers an 2 escort carriers. Since I could only get close to the escort carriers, ~1 an 3/4 miles, I unloaded 6 torpedos, 3 at each escort carriers. 2 torpeods hit each carriers sinking them, one capsizing the other exploding. 1 topedo was a circle goer an the last hit a light carrier behind the last stack an sunk it. Next I ran into 2 passenger liners, sunk one with 2 tops an the other I surfaced to finish the job.
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Old 07-25-07, 10:57 AM   #12
STEED
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Next stop nuke torps.

One hit on a convoy and good night to the whole convoy.
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Old 07-25-07, 08:36 PM   #13
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Quote:
Originally Posted by STEED
Next stop nuke torps.

One hit on a convoy and good night to the whole convoy.
Yeah i hear yah.

Seriously though, 25% boost seems to be perfect for my gaming style. I've tried 50% and that seemed to create crippled destroyers that when shot from the chase perspective in their bow, seemed to do over damage where the DD sunk nose first into the sea to frequently. Like almost all the time. When i've yet to even see it happen using 25% boosted MK14.

I've never used a super torpedo since there has to be the challenge there in hunting the ships or the game seems senseless in my opinion.
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Old 03-24-08, 02:16 AM   #14
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Default the mod

I would like to have this torpedo mod but one download point says it was removed, and the other wants you to go on a date...Could you e-mail it to me?? richard7016@sbcglobal.net
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Old 03-25-08, 05:08 AM   #15
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Use the Megaupload link, and just to the right of where it says MEGAUPLOAD on that page it has a small window to enter a three character code. Then you have to wait a little bit, but the file is still there...
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