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Old 03-12-11, 09:59 PM   #3091
Armistead
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Dang....those new gun ranges almost got me killed, opened up at 9000 yards...whew, barely got under.
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Old 03-12-11, 10:16 PM   #3092
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Originally Posted by Armistead View Post
Dang....those new gun ranges almost got me killed, opened up at 9000 yards...whew, barely got under.
They bit me too. I was trying to get into position on a really fast convoy. Being a bit reckless I drew unwanted attention and those long range guns about done me in. That whole attack plan was poorly thought out on my part. Missed out on a carrier too.
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Old 03-13-11, 12:22 AM   #3093
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Just tried to transfer to the asiatic fleet. Transfer was approved, i was tasked to ship out an agent to china.

Of course, no-one told the dock crew that Java was now under jap control, and the moment i set out on my mission every ship in the harbour opened fire on me...
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Old 03-13-11, 12:36 AM   #3094
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Quote:
Originally Posted by Armistead View Post
Dang....those new gun ranges almost got me killed, opened up at 9000 yards...whew, barely got under.
Quote:
Originally Posted by kylesplanet View Post
They bit me too. I was trying to get into position on a really fast convoy. Being a bit reckless I drew unwanted attention and those long range guns about done me in. That whole attack plan was poorly thought out on my part. Missed out on a carrier too.
Nice to know I wasn't the only one that had to change his shorts.
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Old 03-13-11, 08:32 AM   #3095
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I'm still not sure if it's a TMO 2.1 thing yet, but I believe I'm seeing a bug with torpedo hits.

As in, I can't get any on some small escorts. In my most recent patrol (January 1942), I've been utterly unable to sink either the small armed tugboats, or the destroyer (Momi class, I think) patrolling the entrance to Tokyo bay.

I've watched my torpedoes go right THROUGH one of these guys on at least 3 occasions. I play with map contacts on (to avoid going insane and having no SA) so I can see exactly where my torpedoes are on the Attack Map.

I'm not getting duds. I'm using exactly the same depth settings I formerly used for successful attacks on escorts (the default, around 5 ft.). I also tried setting the depth to the lowest possible value, and using both a glancing impact angle and the low-speed setting.

None of it has any effect. I've even gotten the drop on these guys & shot them while they were stationary in the middle of the night. No dice. The torp just sails merrily along, failing to explode.

WTF is going on here? I used to be able to sink escorts in the scenarios described above.

Torps are still going off when they hit merchants and large warships, aside from the occasional dud.

Again, the mods I'm using are
TMO 2.0
TMO 2.1 update
SCAF for TMO 2
MaxOptics IV for TMO 2
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Old 03-13-11, 11:18 AM   #3096
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Sounds like the torpedoes are running under the shallow draft ships, just as they should in Jan 1942. It was a problem. I think they ran around 10 ft too deep.
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Old 03-13-11, 11:37 AM   #3097
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OK, I guess that 'splains it. Something TMO 2.0 did not model properly it would seem.

This means I'm basically unable to attack escorts, which makes for interesting gameplay. I generally try to just avoid escorts, as they're hardly worth the torpedoes for the small tonnage. But the one patrolling the entrance to Tokyo Bay annoys me.
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Old 03-13-11, 07:54 PM   #3098
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Sounds like it is modeled properly to me. Proximity fuses in the early war years did not work. Torpedoes ran much deeper than set. It was a bad problem. Welcome to the war.
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Old 03-13-11, 08:33 PM   #3099
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I've watched my torpedoes go right THROUGH one of these guys on at least 3 occasions. I play with map contacts on (to avoid going insane and having no SA) so I can see exactly where my torpedoes are on the Attack Map.
As in, with the external camera, you watched the torpedo go through the ship?

If it's just the attack map, yeah, sounds like they're running deep.
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Old 03-13-11, 09:02 PM   #3100
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I think I should go ahead and warn you about duds on the Mark 14. For the love of all that is good and sinking ships don't put them on fast. From my experience firing them on slow setting cuts out about 70-80% of your duds.

But that means having a torpedo that runs at 31 kts. Which means you need to be close, and at night. I recommend the John P Cromwell 45 which, as stated by the guys who though it up, uses 70% of the target's speed. Meaning the target is bearing down on your torpedoes closing faster than they would at 90. Plus the closer to 90 you get the higher your dud rate will be.

Oh yea, and mind the escorts they can shoot at you from further ranges now. Just some friendly scuttlebutt. Good Luck!
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Old 03-14-11, 09:00 AM   #3101
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Right, I've pretty much resigned myself to using the "slow" setting until (most of) the problems with the Mk 14 are worked out.

It's not that bad a thing, really, because of the doubled range. While it's harder to hit stuff from outside 4500 yards, it's definitely safer, since I can't effectively attack the escorts.

My other choice is to use the old-skool torpedoes (Mk. 10?) which have short range and low speed in one package.

It's time to learn this 45 degree thing, whatever that is. Looking for a good writeup & will link it here when I find one.
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Old 03-14-11, 10:01 AM   #3102
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SUBCOMPAC has not authorized MK10 in the fleetboats. All submarines are to use the proximity fuses. There is nothing wrong with the torpedoes per BoOrd.
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Old 03-14-11, 11:00 AM   #3103
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Quote:
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SUBCOMPAC has not authorized MK10 in the fleetboats. All submarines are to use the proximity fuses. There is nothing wrong with the torpedoes per BoOrd.
Absolutely! Don't let Jimmy Fife catch you using MK10's on a fleetboat! Oh and only one torpedo per target we have a shortage!
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Old 03-14-11, 01:40 PM   #3104
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Quote:
Originally Posted by WH4K View Post
Right, I've pretty much resigned myself to using the "slow" setting until (most of) the problems with the Mk 14 are worked out.

It's not that bad a thing, really, because of the doubled range. While it's harder to hit stuff from outside 4500 yards, it's definitely safer, since I can't effectively attack the escorts.

My other choice is to use the old-skool torpedoes (Mk. 10?) which have short range and low speed in one package.

It's time to learn this 45 degree thing, whatever that is. Looking for a good writeup & will link it here when I find one.
Basically the John P Cromwell 45 attack plan is the exact same as the Dick O'Kane 90 except it's at a 45 lead angle rather than 90.

(http://www.subsim.com/radioroom/showthread.php?t=143368) here is the link to the thread started. Jump to page three there is a right up as well as a video tutorial ( Thank you Rockin Robbins!) to help you learn maor better.

I use it and will continue to do so until the torpedo issues are resolved in late 43. In fact I like it so much that I may continue to use it afterwards, mainly because as the write up states that if you foul up the 45 you still have plenty of time to shoot at a 90. But to each their own.
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Old 03-14-11, 02:32 PM   #3105
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Glad I read (some of) that thread.

I knew there had to be a way to set it up so as to basically pick a pre-determined "kill zone," dial in the TDC to it, wait for targets to get there, then fire.

That is so much simpler than trying to scramble with the ID book/stadimeter/periscope lock/other settings when attacking a large convoy.

The 45° method might even allow enough time to empty the stern tubes as well, on an especially large convoy.
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