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-   -   [TEC] Feedback on torpedo performance from TMO Update users (https://www.subsim.com/radioroom/showthread.php?t=250743)

Bubblehead1980 10-09-21 09:54 AM

Feedback on torpedo performance from TMO Update users
 
Just looking for your torpedo performance. I believe in first release they were too reliable and may be too unreliable now. I am testing a modified torpedo file on next patrol and believe have found balance. Just wanted feedback from others.


My last patrol I had 2/22 torpedoes work properl between premature explosions, duds, deeper runners, circle runners, and gyros with premature detonations being most common. I damaged two ships, but no sinking. Previous patrol I had same issue, sunk one by torpedo and one unarmed freighter on the way home with the deck gun.

Now, the limited tonnage sunk is realistic and like that torpedoes will have errors, just believe am getting way too many premature explosions, perhaps need to lower the premature chance slightly.


Just looking for thoughts, especially for those on patrol in 1941-late 42. Of course want to hear from any, as the detonator issues persist until Sept 1943 per history and entire war there is a chance of circle runs, gyro issues, and occasional torpedo running deeper than set, albeit a much lower chance.

Strykr 10-11-21 10:37 PM

Hello Bubblehead,
I was able to do a quick save, right as I received a radar contact report.
Single contact.
This is allowing me to repeatedly run a quick attack for torpedo testing.

June 24, 1942
19-7 N 122-52 E, approaching Convoy College from the south.
Night surface attack, clear starry night, no moon.
Target ship Kigan Maru. (Good looking ship)
Running your Torpedoes Early_TNTV3 Mod.

I have conducted 5 attacks so far, trying to duplicate the attacks.
Range 1500-1800 yds
Gyro=358
Track=58
Course=321
Depth=3 feet
Firing stern, MOT, bow.

1. First attack, 3 Mark 14's fired - 3 duds
Figured I should probably fire 4 in the future . Lol

2. Fired 4
2 duds, 2 misses.

3. Fired 4
2 duds, 2 hits.

4. Fired 4
2 duds, 1 hit, 1 deep runner or miss.

5. Fired 4
3 duds, 1 hit.

GREAT job with this Upgrade package, really enjoying it !!!
Thanks again for all your work.

:Kaleun_Salute:

Arlo 10-12-21 12:42 AM

My torpedo reports come with the prejudice of having a chief torpedoman on board who already heard the scuttlebutt about high speed duds and deep runners as well as the magnetic fuse being wonky. I commonly will use the low speed setting on the 14s, set the depth to five to eight feet and get in as close as possible. I can say, though, that I have had proper explosions with the high speed settings, at times. I can also say that shooting at 5k or farther gives me a fair amount of misses.

Strykr 10-12-21 07:03 AM

Good point Arlo.
I was using High Speed, Contact.
I'll have to give this a try with Slow, and Magnetic as well.

More scuttlebutt !!! Lol

Bubblehead1980 10-12-21 08:32 AM

Quote:

Originally Posted by Strykr (Post 2773857)
Hello Bubblehead,
I was able to do a quick save, right as I received a radar contact report.
Single contact.
This is allowing me to repeatedly run a quick attack for torpedo testing.

June 24, 1942
19-7 N 122-52 E, approaching Convoy College from the south.
Night surface attack, clear starry night, no moon.
Target ship Kigan Maru. (Good looking ship)
Running your Torpedoes Early_TNTV3 Mod.

I have conducted 5 attacks so far, trying to duplicate the attacks.
Range 1500-1800 yds
Gyro=358
Track=58
Course=321
Depth=3 feet
Firing stern, MOT, bow.

1. First attack, 3 Mark 14's fired - 3 duds
Figured I should probably fire 4 in the future . Lol

2. Fired 4
2 duds, 2 misses.

3. Fired 4
2 duds, 2 hits.

4. Fired 4
2 duds, 1 hit, 1 deep runner or miss.

5. Fired 4
3 duds, 1 hit.

GREAT job with this Upgrade package, really enjoying it !!!
Thanks again for all your work.

:Kaleun_Salute:


I see the duds are working as designed. Nice!

Duds seem fine and are staying the same in the patch , but have adjusted the premature rate as they happened a little too often. Deep running torpedoes in 1941/42 will now be a real problem as they were.

Thanks for the feedback and glad you are enjoying the update!

Bubblehead1980 10-12-21 08:45 AM

Quote:

Originally Posted by Arlo (Post 2773869)
My torpedo reports come with the prejudice of having a chief torpedoman on board who already heard the scuttlebutt about high speed duds and deep runners as well as the magnetic fuse being wonky. I commonly will use the low speed setting on the 14s, set the depth to five to eight feet and get in as close as possible. I can say, though, that I have had proper explosions with the high speed settings, at times. I can also say that shooting at 5k or farther gives me a fair amount of misses.


Duds are mostly about the angle of impact and the chance of dud assigned to that angle in the .sim file for torpedoes. There is a small chance of dud reduction below a certain speed, so when when low speed is set.

Something I have noticed is when on high if torpedo run is short, do not think it has time to work up to full speed of 46 knots and may be below the speed that gives chance of reducing duds. Then of course, there is a small chance the dud wont happen even at high speed and obtuse angles.

Another weird factor is even when the exploder is set to contact prior to June 1943 when torpedoes have magnetic features enabled, the torpedo can still prematurely detonate and the even when the magnetic pistol is selected by player, if it impacts side of ship, much lower dud rate then when contact is selected. I suppose this was done to simulate how the magnetic exploder did mask the contact exploder issue until its deactivation .


Not sure if you are familiar with Tinosa's attacks on 19000 ton Tonan Maru III in july 1943, but its quite the story regarding duds.


https://en.wikipedia.org/wiki/USS_Tinosa_(SS-283)


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