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Old 03-28-22, 10:51 PM   #709
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 6,922
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Quote:
Originally Posted by merc4ulfate View Post
Make it three CV now.

OMG the duds aggravate me so much. I have learned something however. I got lucky and got two of those engineers who tamper with the fish. I'm only using magnetic detectors now not the contact. My dud rate is now maybe 5 out of a boat load. I also use slow speed. High speed set the mags off to easy. Yes I have also had some deep runners which was the primary reason I switched to magnetic detonators. I only get an occasional premature detonation ... ways less when you use a slow speed.

I was in the Tambor and after the Solomon encounter I got a message that damaged ship were at Truk.

I reloaded at Tulagi. Went to Truk. Got a Light CA and another CV anchor in the harbor. Saw the Yamato. Put 13 fish in her. Nothing. Back To Tulagi, back to Truk, back to Yamato put 21 fish in her. The fire was fabulous but no sinking. I rammed it and crashed to desktop LOL I wasn't serious about it I just wanted to test what it might take.

Loving the mod. I did save it before the last Truk run. I'll most likely go back and hit all the CA I found there instead of the Yamato.
Glad you are enjoying the mod.


Nice. lol I can't believe you made it into Truk lol I did a lot of work reinforcing it make it suicide...mines, nets, patrols. Guess I need to check that out for next version lol

Yes, Yamato was made into a tough target in update as it was previously way too easy to sink, as in reality it took 18 confirmed torpedo hits(likely more) , about 20+ bomb hits. I've sunk it once since i modified it in the update, chance encounter in Philippine Sea in April 1944, took several hits to slow her down, then ended up about 18 hits to sink her. Took several hours to capsize and sink. Are you using The DarkWraith's fire damage mod? If not, I highly suggest it. Fire, by default in SH 4 is just cosmetic, this mod , fire causes damage., weakens bulkheads, eats away at hull. Great mod.

Also, you are in 1942, are you using the "Early Torpedoes TNT" mod included? May be one reason, they have less power, so will take more to bring Yamato down vs when I sunk it in 1944 with Torpex torpedoes. Plus large vessels dont sink as easily when at anchor in relatively shallow waters.

One of my favorite examples was at Midway in 1942....one of carriers damaged by air strikes , I located it dead in water later in afternoon, on fire, burning. Due to escorts and faulty torpedoes, I never hit the carrier, but while I was submerged dodging destroyer, she sunk , roughly 8 hours are being hit by dive bombers. Fire burned her until was over.


lol Yep torpedoes were made to reflect the real life defects and actually have problems simulated even better in the soon to be released V2.0 of the mod.

Interesting. I've never determined speed setting to have anything to do with premature rate but will check it out. By default the premature rate was controlled by wave height, but that was silly, because in calm seas they were far too reliable and far too unreliable just because seas were choppy. I altered parameters so they have a certain chance in any sea state and get quite a few, reflecting reality of subs dealt with.

Two factors in the sim reduce premature explosions....distance of torpedo run (which speed setting could have some tie in with this), basically have a much lower chance of premature explosion if torpedo run is 1000 yards or less, seems needs more time to run to decide if going to blow up or not. Fired six from 3000 yards or so, good chance at least 4-5 will prematurely explode, sometimes all of them. Although, I've noticed (much as happened in real life) they will often explode just a few yards from impact point, which can appear to be a hit , but is not. Simulates the magnetic exploder being too sensitive and exploding when senses the magnetic signature of a vessel, but exploding too soon. Sometimes if close enough, while not technically a hit, ships will suffer some damage from the explosion, even causing a fire. If have fire mod in, fire will damage the ship.

Second factor is with games that are loaded saves, the premature rate goes way down as opposed to a patrol ran from start to finish without a reload. Some bug I suppose. I rarely play a saved game, I just leave the sim running and noticed I get a much higher number of prematures vs when tested with loaded saves.


Duds are determined by impact angle of torpedo. Obtuse angles produce more duds, acute impact angles reduce dud chances. As during the war, the magnetic exploder somewhat masks the dud issue, but when magnetic features disabled, contact exploder issue is revealed, esp using "textbook" obtuse angle shots.


There is a mechanism in MK 14 set to low speed will reduce dud chance, but I disabled this as way it works in the sim, makes them far too reliable.
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