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Old 03-26-23, 11:56 AM   #1366
Nilus11
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Originally Posted by KaleunMarco View Post
there is a "gameplay" option to negate the "dud" torpedoes but i do not think that the option negates the bad gyros, or the running deep, or the circle runners.

to cure all of the issues, you would need a small mod made for TMO_BH that specifically modifies all of the torpedo defects.

it has been done.
Oh I know how to modify all the torpedo defects in Torpedoes_US.sim, I was just wondering if there was a way to mitigate them in game instead of modifying the files. I took a peek in there and found that the premature detonation/depth keeping problems are mostly solved by mid-1943, leaving the faulty contact detonators as the main problem until late 1943. So I'll just suck it up till then, like the actual skippers had to do. That's when you know you've got a real good simulation: not only are the highs represented, but the lows too! After effortlessly sinking hundreds of thousands of tons in vanilla, getting even five digit ton patrols in this mod is far more rewarding.
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Old 03-26-23, 01:06 PM   #1367
KaleunMarco
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Originally Posted by Nilus11 View Post
Oh I know how to modify all the torpedo defects in Torpedoes_US.sim, I was just wondering if there was a way to mitigate them in game instead of modifying the files. I took a peek in there and found that the premature detonation/depth keeping problems are mostly solved by mid-1943, leaving the faulty contact detonators as the main problem until late 1943. So I'll just suck it up till then, like the actual skippers had to do. That's when you know you've got a real good simulation: not only are the highs represented, but the lows too! After effortlessly sinking hundreds of thousands of tons in vanilla, getting even five digit ton patrols in this mod is far more rewarding.
well, then, good luck with the verdampt torpedoes, Herr Kaleun!
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Old 03-28-23, 12:07 AM   #1368
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Another question about duds, are they more likely when targeting warships than merchants? Because in spite of them, I've witnessed a decent number of successful impacts against merchants, while I've fired dozens of torpedoes at warships by now and all of them have been duds. In both cases I only use contact pistols. What's confusing in the torpedoes.sim file is the dud chance based on the torpedo's angle of impact - before it's fixed in late 1943, it apparently has a 99% dud chance with an impact angle between 41 and 110 degrees. If that were the case, I would expect close to zero successful impacts as all of my attacks have been conducted between those angles, but I've still had my fair share of merchant kills.
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Old 03-28-23, 09:05 AM   #1369
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Another question about duds, are they more likely when targeting warships than merchants? Because in spite of them, I've witnessed a decent number of successful impacts against merchants, while I've fired dozens of torpedoes at warships by now and all of them have been duds. In both cases I only use contact pistols. What's confusing in the torpedoes.sim file is the dud chance based on the torpedo's angle of impact - before it's fixed in late 1943, it apparently has a 99% dud chance with an impact angle between 41 and 110 degrees. If that were the case, I would expect close to zero successful impacts as all of my attacks have been conducted between those angles, but I've still had my fair share of merchant kills.

the type of ship makes no difference in the performance of the exploder.
with your hit rate using your angle of attack, i would buy a lottery ticket.

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