Crush depths in TMO2.2 (and torpedoes....)
first of all, let me introduce myself
I play SH4 for about a year now and started using TMO2.2 about a month ago (also played SH3 for a while)
I come here at the forum for over 8 or 9 months now, but I've only recently registered
now, as far as I know the testh depth of the US subs was 2/3's of the calculated crush depth ( and 1/2nd for the Germans....)
I go over the test depth regularly, but not 'till today that I actually wanted to see how deep I dould go
I'm in a Salmon class, USS Snapper in december '42 and decided I wanted to see how deep it could go
the test depth is 250 so by the two-thirds rule it should be able to reach 375ft
by the German rule it should reach 500ft
it didn't crush 'till I reached 552ft!!
is there a list of crush depths that are used in TMO?? or was this just luck?? or is it normal for a sub in game to dive more then double the test depth?
and as extra question I was wondering if there's a manual on the SH4 torpedo's??
due to circomstances I've never gotten far in the war yet, so I've only used the MK14 and 23 torpedo's
and when I get a new one I do some research on the web
but isn't there a complete guide somewhere?
I've read about someone here who was making one, but I can't seem to find it..... (or any posts that it's actually finished....)
I hope someone can help me out!!
greetings, oh great commanders!!
I wouldn't trust the crush depth to be the same every time. I have never seen a crush depth list posted.
I believe PaulHager posted info about the different torpedo types (I couldn't find the thread, sorry). If your running TMO you should be able to click on the different torpedoes while in port to see their ranges, speeds, warhead sizes...and which are electric or steam.
The Mk23's are basically Mk14's without the slower/long range option.
Welcome aboard Sp0t.
Last edited by donna577; 07-09-2012 at 10:48 PM.
yes I already read that (by clicking on the torpedo), and then went online to search for more info
but one single manual on al torps used in SH4 would be nice (since there are so many different types of torpedoes used over the years, it's not always as easy to find a lot of info on one specific type) !!
I'll see if I can find PaulHager's then.....
and don't trust crush depth to be this deep everytime: check!!
thnx fo' the help!!
Crush depths are consistant if you have no damage, even a few percent damage can greatly effect crush depth. If you pass a certain mark, you're dead, however, it may be 20 seconds or more until you start hearing the sounds of death and taking damage, so don't use that as your guide, best to stay about 50ft less than what you get when your sub implodes. The crush depths for the thicker skin boats, Gato and better, let's just say somewhere between 6-700ft., however your sub becomes hard to control at deep depths and it takes speed to hold it steady past 600.
Originally Posted by MWolfe1963
I don't know where you got that number for the Gato. I have MultiSH and just took a fresh Gato (1945) out with TMO2.5 only, and it crushed at about 590....The Balao's go to 600ft and more, but not the Gato in my game. I could swear I had an undamaged Gato crush at about 560ft before.
Edit: However, I just took a Balao down to 790ft before it crushed....it said 797 on the command bar when the lights went out.
Last edited by donna577; 07-10-2012 at 04:14 AM.
I'm playing an older TMO 2.0 with all my tweaks, I may have adjusted it, I don't remember, but I took the time to look at TMO2.5 files anyway and you're right. As I recall he use to do the sub crush depths in two classes so to speak, thin skin boats had one crush depth, thick skinned had another and he had Gato thick skinned. It appears he changed that somewhere between ver1.9 and 2.5. Also appears he changed the subs bouyancy, it may be that the sub controls better at deeper depth from the look of his settings, but I haven't tested it.......Alas, I should keep up with all the changes before speaking
I recall posting a series dealing with the "Cutie" homing torpedo. My conclusion was that it was a waste to buy. At 12 knots it is too slow to be effective against escorts. The warhead is also too small to reliably kill escorts even when the torpedo hits.
Originally Posted by donna577
Beyond that, about the only thing I recall discussing online had to do with the inability to enter radar data into the TDC for long range and/or low visibility torpedo shots. That problem was solved with the 3D TDC/Radar mod, which has been fully incorporated into TMO.
The most formidable weapon against errors of every kind is reason.
-- Thomas Paine
No wonder I couldn't find the thread, you haven't wrote it yet..........