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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Jul 2008
Posts: 8
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Evertime my torpedo hits the hull of a ship it just bounces off, Is anyone getting this? I have the Trigger Maru mod and the ROW mod, maybe something to do with the distance you are or? Any help would be great, sorry if this is in the wrong section.
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#2 |
Stowaway
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the steeper the angle the more likely to bounce off in a glancing blow.
the more realistic mod you use the more likely to have this so keep in mind if you cant get a good angle to shoot from, then go for an under the keel shot with magnetic trigger instead of contact impact trigger. also remember torpedos were not reliable so you will see many duds and running too deep reflected in the game also i noticed if your within 400m torps dont get a chance to arm before they hit causing duds. |
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#3 |
Swabbie
![]() Join Date: Jul 2008
Posts: 8
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Many thanks for the excellent information!
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#4 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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USN Mk14 fish had a 400-450 yard arming distance to make sure the mk 6 magnetic detonator didn't go off due to the sub's hull (they were typically fired 8-10 seconds apart to prevent fratricide, as well).
TM includes a realistic arming distance (the stock game is set to 220m I believe). |
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#5 |
Loader
![]() Join Date: Jul 2007
Posts: 89
Downloads: 154
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There is the steep angles that cause deflections without triggering the firing pin. Next there is the problem with short distances, causing the torpedo to hit before they armed. Lasting. American torpedoes, while wanting to hit really close to 90 deg as possible, had trouble with hitting at exactly 90 deg. It would shatter the firing mechanism without setting off the torpedo. Optimum angles were something between 88 deg and 75 deg. Outside this works too, but this is better for a sure hit. When I was playing with manual targeting off, I always had torpedoes bouncing off because I was hitting them at 90 deg exactly. Now that I use manual firing solutions and the Dick O'Kane method I get less duds and more sunks.
With Dick O'Kane method I am always facing 90 deg to the targets course and firing from around 700yrds. The most I need to worry about is not being too close to the target, and not being too fast on the shot. |
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#6 |
Admirable Mike
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
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Duds are built into the game to reflect the historical fact that early war failures were common.
You're luck to get hits at all. Some of us are still working on that. Later war duds are fewer. You just have to live that long. Have you tried single missions, late war. You seem to have to firing technique. When you get frustrated, run a late war mission and relax in the glow of burning wrecks.
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Game Designer: Close The Atlantic - World War Three https://boardgamegeek.com/boardgame/...orld-war-three |
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