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Old 04-26-11, 08:04 PM   #1
Anthony W.
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Default Time Compression Causing Premature Mk.14 Detonation

Seems like whenever I time compress with a Mk.14 fish in the water, it blows up early

Anyone else have this issue?
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Old 04-26-11, 08:37 PM   #2
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MK14's will premature a lot any way, that's probably what you're seeing. You can set them to contact only and they shouldn't premature, but will still dud many times on impact.

When torps fail,

Contact settings result in more duds
Influence settings result in prematures.

Stock and mods differ, but if you have duds on, you'll see anywhere from 30-70% torp failure rate with the MK14 until they're corrected in 43.
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Old 04-26-11, 09:01 PM   #3
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Quote:
Originally Posted by Armistead View Post
MK14's will premature a lot any way, that's probably what you're seeing. You can set them to contact only and they shouldn't premature, but will still dud many times on impact.

When torps fail,

Contact settings result in more duds
Influence settings result in prematures.

Stock and mods differ, but if you have duds on, you'll see anywhere from 30-70% torp failure rate with the MK14 until they're corrected in 43.
Guess it doesn't matter on this patrol anymore. I've got 2 compartments totally flooded, one partial, and I'm being chased by a damn bomber and I can't dive because if I do I doubt I'd be able to get back up
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Old 04-26-11, 09:24 PM   #4
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I've survived dived with 3 compartments flooded, main thing is to have good battery.

You have to move opposite the direction of the tilt. Simply if you're going down by the stern, move forward, going down by the bow, go in reverse.
First try hitting the P for periscope depth, it will bring you up when manual settings won't. Use that and whatever speed it takes to keep the dive undercontrol. If that doesn't work, I'll go as deep as I think I can without imploding then blow tanks. Once you're headed up, slow down. Obvious when you get to shallow you have to head back down, usually just cutting speed does it, but sometimes you have to set a depth to get back going down. Once headed down, again use speed to slow it down, P key and only blow tanks when needed. I've had my bow sticking almost straight up and finally able to hold depth.

Using all these, the goal is to yo-yo up and down and buy yourself time to repair.

Now with a plane, I would stay up and fight it, escorts, you have to live, so yo-yo'ing works good. If you're under attack by escorts you try to time going up and down when they run. Simply, he makes a run, If I'm deep, I'll blow tanks when needed and let the charges explode below me.
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Old 04-26-11, 09:41 PM   #5
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His last 3 bombs scored direct hits at the waterline

I sank in about 30 seconds
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Old 04-26-11, 11:36 PM   #6
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Quote:
Originally Posted by Anthony W. View Post
Seems like whenever I time compress with a Mk.14 fish in the water, it blows up early

Anyone else have this issue?
I have to ask. What is the purpose of TC when you launch torpedos?
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Old 04-27-11, 12:48 AM   #7
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Exactly. I never use time compression when in combat. It destroys the feeling of being there.
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Old 04-27-11, 12:57 AM   #8
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Yeah I'm with ya why on earth would want to make anything in life that enjoyable go by faster?
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Old 04-27-11, 05:51 AM   #9
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Its a busy world and launching a slow torpedo from 7000 yards takes a good while

Usually I don't TC but sometimes running time is time I don't have
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Old 04-27-11, 06:00 PM   #10
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You get your self some Mk.16s then 46knts and a 12,000 yd range they are not cheap either.
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Old 04-27-11, 07:45 PM   #11
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Quote:
Originally Posted by Anthony W. View Post
Seems like whenever I time compress with a Mk.14 fish in the water, it blows up early

Anyone else have this issue?
I assume you are talking about magnetic exploders here.
You know, ofc, magnetic exploders and rough seas are known to do this?


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Old 04-27-11, 09:10 PM   #12
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Didn't know they were magnetic exploders haha
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Old 04-27-11, 11:38 PM   #13
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How did you miss that one?Well I guess it does say contact influence because they where supposed contact detonate as well as the magnetic mode.Which means you are supposed to fire the fish so that it passes a few feet under the keel and break the ships back in contact influence mode.

Use the contact mode and set the mk.14s to 10 feet or less( orjust under the armor belt of a warship) because they also run deep alot as well.In the magnetic they tend to preme alot and rougher seas have an effect.Pretty sure the 3rd issue of running deeper than set happens in both modes all this until 1943 with the mk.14. the other torpedo types dont have as many issues but they can all circle run from time to time but they have less range in the case of the mk23 and less range and speed with the mk.18 but the 18 leaves no wake to be seen.The 23 is a mk.14 with only high speed setting.The Mk27 is not overly useful for attacking merchants so dont waste your renown on those they are a bit tricky to use correctly and the Mk16 are long range high speed single speed fish they and the mk.27 are fairly reliable assuming the mk.27 homes on the correct sound and can catch it like I said the cuties are very hard to employ and should only be used against a head on charging escort and you can get those with regular torps just as easily.

Oh and the mk.14s also tend to get their detonators crushed at certain AOBs as well which means no bang.

Last edited by Stealhead; 04-27-11 at 11:50 PM.
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