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Old 06-13-07, 12:46 PM   #1
Scheisskopf
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Default Torpedo Bug

i dont really care if this has been posted before and im not going to read through dozens of posts to find it so,

i think i have a major bug with the torpedo running depth. i play with 100% realism with no external view and every time i get the perfect solution, my torps always miss. I became curious on how i always missed and decided to go on a patrol with the external view on to see how i was missing consistantly. When i came across a lone merchant, i calculated the range, AOB, and speed using the length/time * 2 equation. I shot 3 torpedoes at him at the default running depth of 6 feet and guess what...they ran much deeper and went right under the little bastard.

i just wanted to know if this is a known bug and if it will be addressed in the 1.3 patch.

again, i didnt want to look through alot of posts to find something like this, so please no one flip out on me.
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Old 06-13-07, 12:51 PM   #2
orangenee
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If you're playing a career that's before '43 you'll find your fish do that, Mk 14 Torpedoes in real life tended to run deeper than they were set for, so it's not a bug, it's a feature. Adjust them accordingly.
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Old 06-13-07, 12:52 PM   #3
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They on average ran 11 feet deep. In RL they calibrated the depth based on a dummy warhead that weighed less than the real one. When they added live warheads, the heavier torps ran deep.

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Old 06-13-07, 12:55 PM   #4
orangenee
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Quote:
Originally Posted by tater
They on average ran 11 feet deep. In RL they calibrated the depth based on a dummy warhead that weighed less than the real one. When they added live warheads, the heavier torps ran deep.

tater
Yeah, I forgot that bit.
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Old 06-13-07, 01:02 PM   #5
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I have pretty much given up (for the time being) on using under the keel shots due to the problem stated above. Can anyone tell us if the depth discrepecency is consistant, and if so, how many feet shoud we compensate for? i.e, if I wish to set 20' under the keel, what setting should I use, or how many feet should I subtract? This is using imperial measurments.
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Old 06-13-07, 01:18 PM   #6
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Quote:
Originally Posted by Soundman
I have pretty much given up (for the time being) on using under the keel shots due to the problem stated above. Can anyone tell us if the depth discrepecency is consistant, and if so, how many feet shoud we compensate for? i.e, if I wish to set 20' under the keel, what setting should I use, or how many feet should I subtract? This is using imperial measurments.
What Ive been doing for under the keel shot is to look up the keel depth and set the TDC to that depth and not under. So if the rec. manual says keel depth of 11.8 feet I set the TDC to around 11.8 feet, not 12.8 knowing the torps tend to run a bit deeper than what the TDC is set for.

I have 'fair' success with this but actually rarely use beneath the keel shots. Espically with tankers. With tankers the shallower the better seems to be the case.
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Old 06-13-07, 01:02 PM   #7
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Quote:
Originally Posted by Scheisskopf
i dont really care if this has been posted before and im not going to read through dozens of posts to find it so,.
Thats what the search button is for

Kids these days... sheese.
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Old 06-13-07, 01:09 PM   #8
Scheisskopf
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yea, i didnt feel like searching, because like a said i didnt wanna read through dozens of posts and nothing specific came up
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Old 06-13-07, 01:15 PM   #9
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Quote:
Originally Posted by Scheisskopf
i didnt wanna


Oh by the way there is something wrong with your sig it has a ton of dead space at the bottom.

Im also wondering how long before they get on your case due to your username.
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Old 06-22-07, 03:58 PM   #10
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Quote:
Originally Posted by SteamWake
Quote:
Originally Posted by Scheisskopf
i didnt wanna

Im also wondering how long before they get on your case due to your username.
not to mention he spelled it wrong. there's an "e" after the 2nd "s"

last night i had torps running at 20-25' beneath tankers and getting hits , tho not all sank them out right. one tanker took about 6 before i surfaced and put several AP rounds into it. these were Mk14
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Old 06-22-07, 10:45 AM   #11
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Quote:
Originally Posted by SteamWake
Quote:
Originally Posted by Scheisskopf
i dont really care if this has been posted before and im not going to read through dozens of posts to find it so,.
Thats what the search button is for

Kids these days... sheese.
I was thinking the same thing. Plus, if you are going to ask people to do something to help you, the least you can do is be polite.

I guess manners really are becoming a thing of the past.

I blame the parents.

JCC
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Old 06-22-07, 11:36 AM   #12
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Inmy experience, atleast in early war (havn't gotten to 43 yet) with the mark14 the contact/influense switch workd the oposite. I've had torps set to contact, detonate perfectly 3 feet under the keel of sips, and torps set to contact/influence pass 1 foot under without detonating
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Old 06-22-07, 06:04 PM   #13
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Quote:
Originally Posted by Mr.Elendig
Inmy experience, atleast in early war (havn't gotten to 43 yet) with the mark14 the contact/influense switch workd the oposite. I've had torps set to contact, detonate perfectly 3 feet under the keel of sips, and torps set to contact/influence pass 1 foot under without detonating
I'm pretty certain after some experiments that the dial works as a TOGGLE. The problem is that it doesn't accurately reflect the current setting. It seems to carry over from your last fired torpedo.

Example: 4 torpedo salvo, aimed directly 2 feet below a target's keel (assuming C/I dial not tampered with before):
Torpedo 1: switch shows C/I; flip it; it now shows C. Fire 1!
Torpedo 2: switch shows C/I; don't flip it. Fire 2!
Torpedo 3: siwtch shows C/I; flip it; it now shows C. Fire 3!
Torpedo 4: switch shows C/I; flip it; it now shows C. Fire 4!

Expected results:
Torpedo 1 set to Contact; will pass under the keel.
Torpedo 2 set to Contact/Influence; will detonate.
Torpedos 3&4 set to Contact; will both pass under the keel.

Results:
Torpedo 1 passes clean under the keel - expected.
Torpedo 2 passes clean under the keel - NOT EXPECTED.
Torpedo 3 detonates under keel - NOT EXPECTED.
Torpedo 4 passes clean under the keel - expected.

This happens to me in one particular scenario. I might do more testing if I'm not lazy.

So what's going on? Apparently the last C-C/I setting will carry over from either the last torpedo shot or the last torpedo shot from that one particular tube. This seems to be true for speed settings as well.
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Old 06-22-07, 06:23 PM   #14
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Interesting post Switch. Please do try that test again to see if you get the same results, I've never heard that before.
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Old 06-23-07, 10:07 AM   #15
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Quote:
Originally Posted by switch.dota
Quote:
Originally Posted by Mr.Elendig
Inmy experience, atleast in early war (havn't gotten to 43 yet) with the mark14 the contact/influense switch workd the oposite. I've had torps set to contact, detonate perfectly 3 feet under the keel of sips, and torps set to contact/influence pass 1 foot under without detonating
I'm pretty certain after some experiments that the dial works as a TOGGLE. The problem is that it doesn't accurately reflect the current setting. It seems to carry over from your last fired torpedo.

Example: 4 torpedo salvo, aimed directly 2 feet below a target's keel (assuming C/I dial not tampered with before):
Torpedo 1: switch shows C/I; flip it; it now shows C. Fire 1!
Torpedo 2: switch shows C/I; don't flip it. Fire 2!
Torpedo 3: siwtch shows C/I; flip it; it now shows C. Fire 3!
Torpedo 4: switch shows C/I; flip it; it now shows C. Fire 4!

Expected results:
Torpedo 1 set to Contact; will pass under the keel.
Torpedo 2 set to Contact/Influence; will detonate.
Torpedos 3&4 set to Contact; will both pass under the keel.

Results:
Torpedo 1 passes clean under the keel - expected.
Torpedo 2 passes clean under the keel - NOT EXPECTED.
Torpedo 3 detonates under keel - NOT EXPECTED.
Torpedo 4 passes clean under the keel - expected.

This happens to me in one particular scenario. I might do more testing if I'm not lazy.

So what's going on? Apparently the last C-C/I setting will carry over from either the last torpedo shot or the last torpedo shot from that one particular tube. This seems to be true for speed settings as well.
One thing to keep an eye on when conducting these tests is that the pistols/fuses have a nast tendency to reset themselves when your not looking

Im sue you checked them 'just before' launching but just a heads up.
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