SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 10-14-08, 08:32 AM   #1
subchaser12
Sonar Guy
 
Join Date: Oct 2008
Location: Spam, duplicate accounts, provoking moderators.
Posts: 377
Downloads: 0
Uploads: 0
Default Hello, what is the arming range on the torpedoes?

I think I read where it was 500 meters. Is it that, feet or what. I am trying to hit zig zagging ships close and I wanted to know. Thank you!
subchaser12 is offline   Reply With Quote
Old 10-14-08, 09:00 AM   #2
banjo
Grey Wolf
 
Join Date: Mar 2005
Posts: 762
Downloads: 55
Uploads: 0
Default

This came up some months back and I seem to remember in TMO the arming distance is 411 yards. Not sure though. I do know that I've had torpedos not explode if the distance was under 550 yards. I use that as my personal minimum.
banjo is offline   Reply With Quote
Old 10-14-08, 09:33 AM   #3
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

In the stock game (unless it changed with 1.5) it is 220m—which is way too short for US fish. Mods have properly increased it to 400-450 yards (which is realistic).
tater is offline   Reply With Quote
Old 10-14-08, 09:59 AM   #4
SteamWake
Rear Admiral
 
Join Date: Mar 2005
Posts: 13,224
Downloads: 5
Uploads: 0
Default

Quote:
Originally Posted by banjo
This came up some months back and I seem to remember in TMO the arming distance is 411 yards. Not sure though. I do know that I've had torpedos not explode if the distance was under 550 yards. I use that as my personal minimum.
Ive had them 'not explode' at 1,800 yards :rotfl:

But yea good rule of thumb is @ 500 yards.
SteamWake is offline   Reply With Quote
Old 10-14-08, 10:33 AM   #5
Quillan
Samurai Navy
 
Join Date: Apr 2005
Posts: 579
Downloads: 2
Uploads: 0
Default

Torpedo is a dud sir!
Torpedo is a dud sir!
Torpedo is a dud sir!
Torpedo is a dud sir!
Torpedo is a dud sir!
__________________
We, the unwilling, led by the unknowing, are doing the impossible for the ungrateful. We have done so much, for so long, with so little, that we are now qualified to do anything with nothing.
Quillan is offline   Reply With Quote
Old 10-14-08, 10:35 AM   #6
SteamWake
Rear Admiral
 
Join Date: Mar 2005
Posts: 13,224
Downloads: 5
Uploads: 0
Default

Quote:
Originally Posted by Quillan
Torpedo is a dud sir!
Torpedo is a dud sir!
Torpedo is a dud sir!
Torpedo is a dud sir!
Torpedo is a dud sir!
Ah... youve been on my boat?! :rotfl:

By the way I have noticed of late if you set the triggers on Mk14's to impact/magnetic regardless of what type of shot your going for the dud factor seems to be reduced.
SteamWake is offline   Reply With Quote
Old 10-14-08, 03:37 PM   #7
LukeFF
Silent Hunter
 
Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
Default

In Real Fleet Boat:

-450 yards for Mark 10, 14, and 18
-350 yards for Mark 23
-100 yards for Mark 27
__________________


ROW Sound Effects Contributor
RFB Team Leader
LukeFF is offline   Reply With Quote
Old 10-14-08, 03:38 PM   #8
LukeFF
Silent Hunter
 
Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
Default

Quote:
Originally Posted by SteamWake
By the way I have noticed of late if you set the triggers on Mk14's to impact/magnetic regardless of what type of shot your going for the dud factor seems to be reduced.
You're seeing things.

The only things that reduce the chance of a dud are (1) the angle of the shot and (2) setting the torpedo to low speed.
__________________


ROW Sound Effects Contributor
RFB Team Leader
LukeFF is offline   Reply With Quote
Old 10-14-08, 04:06 PM   #9
Task Force
Rear Admiral
 
Join Date: Jul 2008
Location: SPACE!!!!
Posts: 10,142
Downloads: 85
Uploads: 0
Default

Use MK 10, thats my favorite for early war. They pack one heck of a punch.Sadly Im getting charged for them, 100 points for one.
__________________
Task Force industries "Taking control of the world, one mind at a time"
Task Force is offline   Reply With Quote
Old 10-14-08, 04:41 PM   #10
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

LukeFF,

did you ever find a definitive statement of the mk10 arming range? I never managed to find one, myself. The 14s were so long because of the mk6 detonator. My gut says that the mk10 should be shorter, but I have no data at all.

tater
tater is offline   Reply With Quote
Old 10-14-08, 06:47 PM   #11
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

i have done repeated tests at close range and determined the stock game will arm and detonate at 350 range and nothing less.

but depending on your mods it may change so try my torpedo test missions and see for yourself
  Reply With Quote
Old 10-14-08, 11:27 PM   #12
LukeFF
Silent Hunter
 
Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
Default

Quote:
Originally Posted by tater
LukeFF,

did you ever find a definitive statement of the mk10 arming range? I never managed to find one, myself. The 14s were so long because of the mk6 detonator. My gut says that the mk10 should be shorter, but I have no data at all.
No, I never have found any data about the arming range on those. It's probably stuffed away in some old file in an archive, never to see the light of day again. Nor have I found arming range data about any other torpedoes contemporary to the Mark 10, so the best we can do at this point is just go with the Mark 14 arming range data.
__________________


ROW Sound Effects Contributor
RFB Team Leader
LukeFF is offline   Reply With Quote
Old 10-14-08, 11:32 PM   #13
LukeFF
Silent Hunter
 
Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
Default

Quote:
Originally Posted by Task Force
Use MK 10, thats my favorite for early war. They pack one heck of a punch.Sadly Im getting charged for them, 100 points for one.
You get charged for them like that in RFB so people can't "game the game" with the early fleet boats by just just swapping out all those crappy Mark 14s for Mark 10s. While fleet subs did carry Mark 10s on patrol early in the war, it wasn't a regular thing, which is what we try to simulate. Actually, with all equipment and weapons that are acquired with renown points in RFB, we use a "rarity scale," so to say, to determine how much a weapon or piece of equipment "costs." In simplistic terms, the more rare an item is at a given time, the more in renown it will cost.
__________________


ROW Sound Effects Contributor
RFB Team Leader
LukeFF is offline   Reply With Quote
Old 10-15-08, 06:16 PM   #14
Task Force
Rear Admiral
 
Join Date: Jul 2008
Location: SPACE!!!!
Posts: 10,142
Downloads: 85
Uploads: 0
Default

Yea, I cant stand those MK14, Sunk three ships in one patrol, I used all my foward torpedos just to do this. Il just hijack a S boat and steel there torpedos.
__________________
Task Force industries "Taking control of the world, one mind at a time"
Task Force is offline   Reply With Quote
Old 10-17-08, 06:38 PM   #15
subcpo
Sailor man
 
Join Date: Sep 2007
Posts: 45
Downloads: 14
Uploads: 0
Default

Right now, Captain Tupolev is removing the safety
features on all his weapons.
subcpo is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 05:04 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.