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 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-08-12, 06:40 PM   #1
Charlie901
XO
 
Join Date: Apr 2005
Location: Ft. Lauderdale, FL
Posts: 413
Downloads: 29
Uploads: 0
Default TMO 2.5 and Torpedo Malfunctions

What and where can I adjust the values for torpedo failure rates in TMO 2.5.?

I'm finding the increased failures over the staock game a little too much for my tastes...

Also, do ALL of the merchants in TMO 2.5 have armament (I.e. deck/ machine guns) as I'm not getting any use out of my deck gun anymore as the merchants ALL shoot back now?

Is there a variable to adjust the frequency of armed merchants so it could be tonned down just a touch?

Thanks!
Charlie901 is offline   Reply With Quote
Old 03-08-12, 07:21 PM   #2
gAiNiAc
Weps
 
Join Date: May 2005
Posts: 369
Downloads: 16
Uploads: 0
Earn enough renown (3000) and get a torpedo expert...cuts down on duds. 25%

A few other pointers......

Get under 1,000 yards for a firing position and keep it set to contact/influence....UNLESS it's really choppy........I find that under a thousand yds cuts down on the premature detonations.......

For the deck gun.....

Stay outside 4000 yards when engaging armed merchants and....maneuver..... If they have no deck gun and only machine guns they won't open up until about 3500.....
__________________
gAiNiAc is offline   Reply With Quote
Old 03-09-12, 08:21 AM   #3
Bilge_Rat
Silent Hunter
 
Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
Default

The "torpedoUS.sim" file located in, I believe the Data/Library folder controls duds and malfunctions. You can edit the values using the S3D editor.

The values in TMO are close to the real thing. The dud/malfunction rates are very similar to RFB.

The torpedoUS.ZON file controls the damage inflicted by the torps. I would not change this since it is matched with the TMO damage model.
__________________
Bilge_Rat is offline   Reply With Quote
Old 03-09-12, 09:56 AM   #4
Armistead
Rear Admiral
 
Join Date: Dec 2008
Location: on the Dan
Posts: 10,880
Downloads: 364
Uploads: 0


Default

Your torp failure rates should remain about the same regardless if you use contact or influence only. If you use just contact, you'll get duds, not prematures, if you use influence, then the failures will be prematures not duds against the ship.

Some things that actually seem to help early war.

Use the slower setting.
Try to score hits at some angle.
Use contact for rougher seas. I prefer contact anyway.
Carry M10's, not as powerful, but they work.
Shoot spreads to hit knowing you will have some torp failures.
Armistead is offline   Reply With Quote
Old 03-09-12, 11:32 AM   #5
gAiNiAc
Weps
 
Join Date: May 2005
Posts: 369
Downloads: 16
Uploads: 0
Quote:
Originally Posted by Armistead View Post
Your torp failure rates should remain about the same regardless if you use contact or influence only.

I get the distinct impression that range falls into the equation. My premature rate under 1000 yds is quite acceptable. So acceptable that unless seas are heavy I won't use contact.

With M10s....I notice quite a bit more circular runs!!!!
__________________
gAiNiAc is offline   Reply With Quote
Old 03-09-12, 05:35 PM   #6
Sidekikd34
Part-time skipper
 
Sidekikd34's Avatar
 
Join Date: Dec 2009
Location: All over the Pacific...
Posts: 27
Downloads: 19
Uploads: 0
Quote:
Originally Posted by Charlie901 View Post
What and where can I adjust the values for torpedo failure rates in TMO 2.5.?

I'm finding the increased failures over the staock game a little too much for my tastes...

Also, do ALL of the merchants in TMO 2.5 have armament (I.e. deck/ machine guns) as I'm not getting any use out of my deck gun anymore as the merchants ALL shoot back now?

Is there a variable to adjust the frequency of armed merchants so it could be tonned down just a touch?

Thanks!
Unfortunately, IRL the US torpedoes absolutely STUNK in early WW2... this mod is very realistic.
Sidekikd34 is offline   Reply With Quote
Old 03-09-12, 08:11 PM   #7
Armistead
Rear Admiral
 
Join Date: Dec 2008
Location: on the Dan
Posts: 10,880
Downloads: 364
Uploads: 0


Default

Quote:
Originally Posted by gAiNiAc View Post
I get the distinct impression that range falls into the equation. My premature rate under 1000 yds is quite acceptable. So acceptable that unless seas are heavy I won't use contact.

With M10s....I notice quite a bit more circular runs!!!!
I've never noticed that distance made a difference with TMO, they premature the seem to blow up almost in your face, nor have I ever seen a M10 go circular, seems M18's give me most the problems in that area, worse than the 14's anyway.
Armistead is offline   Reply With Quote
Old 03-10-12, 01:22 PM   #8
Charlie901
XO
 
Join Date: Apr 2005
Location: Ft. Lauderdale, FL
Posts: 413
Downloads: 29
Uploads: 0
Default

OK Last night I noticed over 50% of my torpedos running right under the hulls of destroyers and right on past and even though they were set a 5m/ft depth.... without exploding....???

Winds were 7ms. Does the weather also effect torpedos and thier depth?

Should I have been running torpedos at 0 depth in those sea conditions?
Charlie901 is offline   Reply With Quote
Old 03-10-12, 01:28 PM   #9
Hylander_1314
Sea Lord
 
Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
Uploads: 0
Default

To avoid the problems with depth keeping, set your torpedo depth to the least allowable, or as close to "0" depth as the dial will allow. Even then, they can still run too deep, especially for shallow draft ships like DDs. And if the waves are heavy, the pitching of the ship can cause the ship to be higher and let the torpedo run passed without detonating, when you use the magnetic detonators.

So try to make your attacks in water that is as calm as possible.
__________________
A legislative act contrary to the Constitution is not law.
-John Marshall Chief Justice of the Supreme Court

---------------------

Hylander_1314 is offline   Reply With Quote
Old 03-10-12, 05:22 PM   #10
gAiNiAc
Weps
 
Join Date: May 2005
Posts: 369
Downloads: 16
Uploads: 0
Quote:
Originally Posted by Charlie901 View Post
OK Last night I noticed over 50% of my torpedos running right under the hulls of destroyers and right on past and even though they were set a 5m/ft depth.... without exploding....???

Winds were 7ms. Does the weather also effect torpedos and thier depth?

Should I have been running torpedos at 0 depth in those sea conditions?
For destroyers, no matter the conditions, run them as shallow as possible. Lead them quite a bit as well.
__________________
gAiNiAc is offline   Reply With Quote
Old 03-13-12, 01:30 AM   #11
denny927
Electrician's Mate
 
Join Date: Feb 2009
Location: Mexico City
Posts: 132
Downloads: 213
Uploads: 0
Default

Quote:
Originally Posted by Armistead View Post
I've never noticed that distance made a difference with TMO, they premature the seem to blow up almost in your face, nor have I ever seen a M10 go circular, seems M18's give me most the problems in that area, worse than the 14's anyway.
Yes is right, sometimes they explode sometimes at 300 yd, most of the time spent on good ambush, for nothing...better this than circular torpedos no?
__________________
System Specs:CASE CM 690 NVIDIA, Gigabyte G1 sniper m3 Intel 3570k 3.4GHz, NVIDIA GTX 770 2 GB, 8 GB RAM DDR3 MUSHKIN 1600 Mhz, 3 HD(120, 250, 500 GB), PSU 700W COOLER MASTER ULTIMATE, MONITOR LG 27" FULL HD, TWO SPEAKER LG X230 2.1.
denny927 is offline   Reply With Quote
Old 04-01-12, 04:18 AM   #12
Horus3K
Swabbie
 
Join Date: Sep 2009
Posts: 12
Downloads: 38
Uploads: 0
Default

Hell i once used 8!! torps on a Nippon Maru and got 3 hits....others were duds/prematures/circulars!

Yesterday for the first time a circular hit my boat!

Also as i had problems finding targets i visited some okinawa harbours and i found out you CANT hit Sokuten Minelayers using torps...after spending like 8 torps on one, 2 torp malfunctions, 6 went under it even if using shallowest torp setting i got curious...i play on easy, so i could control torp behaviour, i saved and tested on !

Dunno exactly, i made around 25-30 shots all in all...Sokutens draft is given with 2,9m, i always used torp depth 1(btw, are the numbers in feet/meters or what?), malfunctions aside i got 1 hit...fun thing, it didnt sink

Its stated in TMO manual that depth setting also wont work 100%....some of the torps were clearly to deep running, but most were looking like running very shallow, sea wasnt rough but they still went under the damn thing!

Well Sokutens are the first and so far only small escorts encountered so far, but for now i save before i use any torp on other small escorts..but i found out later in a visit to japan home harbor that they are very weak to even the stock deck gun, and i killed 6 of em so far!

Edit: with normal DDs i never noticed this...well not sure about those old DDs like momi etc
Horus3K 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 10:22 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.