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Torpedo Attack.

Pips

Charter Member
With B-24 Guy's mods I'm having a ball trying to torpedo ships with the B5N, TBD 1 and TBF.

There's just one little problem. I can't hit a lousy thing!! :banghead:

No matter how close I get the torpedo travels so slooowly that the ship is always past the intersection point by the time the torp gets there. I've tried attacks off the bow, square on and trailing and no joy at all. :bs:

Has anyone had any luck at all? And would like to share? :redf:
 
You need to pretend you are duck hunting. Don't aim where the duck is, aim where it is going to be. You need to lead the ship when attacking from the sides. The ship is moving forward, so you need to aim at a point where the ship and torpedo will reach at the same time.

To confound things, you need to drop the torpedo far enough away from the ship for it to stabilize and reach operational depth. Torps, when dropped, sink well into the water, then come closer to the surface after they stabilize. If you drop your torps too close to the ship, the torp will be too deep and will go under the ship.

To confound things even further...you need to drop the torp close enough so that the ship does not have enough time to take evasive actions to get out of the path of the torpedo. Because torps are slow, a run of a couple hundred feet will give the ship time to turn to avoid the torp.

Torpedoing ships is not hard once you get the knack for it.

OBIO
 
You could try setting up a mission where you fly a fighter to escort the torpedo bombers. Use the autopilot to fly your own a/c and watch the ai formation and try to copy them yourself next time.
 
torpedo attack

Try different ships, best if they are anchored and not moving. Pretty sure not all ships are modeled at all below the waterline. You can tell by watching the torpedo wake and seeing if it simply passes under the ship.

Jimski
 
OK, there is a bug in CFS2.

If you are attacking from in front of the center point of the ship your torp must hit the front half of the ships DP Hull boxes.

If you attack from the front and your torp intersects the ships DP hull boxes behind the center point of the MDL and DP the torp will pass right on through.

The opposite is true if you're attacking from behind the center point of the ship.

Coming in from the side (90*) you do have a small window of about 5-10* where you can hit any of the hull boxes. If the torp intersects the DP at any angle steeper than that the rule above applies.

JFYI - Ships don't have to be modeled below the waterline for torps to work, only the DP Boxes.

Good Luck!
 
OK, there is a bug in CFS2...
JFYI - Ships don't have to be modeled below the waterline for torps to work, only the DP Boxes...

Wow ! The info before that snippet was hitherto unknown to me ~ THANK YOU Pen !:ernae:

As for Hull DP Boxes... I make it a point to double check and mod hull depths on all ships. Going a little deep doesn't appear to affect ship speed, and makes a torpedo strke theoretically possible!

SC
:kilroy:
 
To gauge the precise amount of lead needed, do a run on a large target moving at 20+ knots from waypoint 1 to waypoint 2 - all set up as a new mission built in MB. Be sure not to use the 'DO NOT EVADE' choice in setting up target's waypoints. Choose 'TURN' at each waypoint. You want to have some degree of simulated evasion from the target for realism.

Start your run at 3 miles from the intercept point at 100 ft alt and about 200 mph. Turn on target ID and ranging in the views so you can drop at about 300 ft range.

Approaching from the port side of the target, keep your nose glued on the wake churn just astern as you approach from its 8 o'clock. When you get to range 500 ft., turn left sharply (watch your altitude), speed up and aim 100 ft ahead of the bow and drop at range 300 ft., pulling up over the ship at about midsection. Get to external view or "no cockpit" 360 view as soon as possible and note the speed of the fish to that of the target. You will then see in a bird's eye picture just how fast the fish runs compared to the target's speed. With this speed comparison locked into memory, you now know the best attack angle and drop distance to use for targets moving at that speed. From there its all just hand-eye coordination, like a lateral jump shot. Experiment with several target speeds -- its fun.

I was recently doing some torpedo combat training in my new MAAM TBM conversion and Wolfi's SB2C...i set up a mission like this and had some trouble with accuracy too until i worked out this routine for 100% accuracy. :ernae:
 
That's pretty close to reality. One plane, one torpedo had a very low chance of a hit. The preferred method was the anvil attack. Ideally the squadron would atack from dead ahead or astern with half the squadron to one side and the other half on the other side. That way, no matter which way the ship turned there was some chance of one or two torps hitting home. It was almost impossible to do this with the old, slow Devestator, although I think they pulled it off at the Coral Sea against the Soho.
 
Interesting... quite...

500 yards, huh? I'll have to back off my distance then...:costumes:
 
Bearcat's approach works reasonably well. Ran a mission five times and managed to (on the fifth) gain a hit on a carrier. The other four times I was blown out of the sky by the AA. :)

Bloody scarey going in low to drop a torp. Sweaty palm stuff! And much more fun than dive bombing - that's kids play compared to this. :)

The only hiccup now is that the effects of a torpedo hit are quite dull. No towering column of water, ship shearing out of line or sudden loss of speed. All that shows is expanding circles on the water and an oil slick.

Anyone know if anyone has dabbled in improving torpedo hit effects?
 
Pips;

Pick up my ship DP Package. The FX for the torp explosions are part of the ships DP, not the weapons. Don't Ask me because I don't know why MS did it that way!! :costumes: Follow the links at the bottom of my post.
 
Thanks Pen, appreciate it. I'll grab them now. :)

By the by, what is AF=Midway? A campaign?
 
No Problem Pips;

AF=Midway is an old Campaign of mine that is very outdated. Good stuff but over the hill. I've been working on a major revision for quite some time but got a bit burned out, well, a lot burned out. I was in need of a change of scenery and events in the worst way. :banghead::isadizzy:


Right now I've gotten into an area of the PTO that I've never spent a lot of time on or in, the PNG Area. I've got one campaign in the works with a couple of other folks and I've pulled out the old Scenery tools and taking them for a drive. Working on the Wewak/Boram/But Area fields right now.

When I get tired of the PNG area I probably go back to work on AF.:ernae:
 
Is this the improved torp hits you were talking about Pen? AF=Midway Ship DP Upgrade 0307
 
Pips;

Pick up my ship DP Package. The FX for the torp explosions are part of the ships DP, not the weapons. Don't Ask me because I don't know why MS did it that way!! :costumes: Follow the links at the bottom of my post.

If that's true I can't understand why either. I do know that Nanni http://web.tiscali.it/Nanni/CFS/ has enhanced effects for ship and torpedo explosions as well as torpedo wakes on his site. I like em :jump:

Here's one I did with FRAPS on a torpedo run I made with a Skyraider:

http://s81.photobucket.com/albums/j220/Pechora07/?action=view&current=cfs22005-02-2205-26-10-62.flv

The pics show how low you need to be and what a good target you make.
 
That's the one pips.

There are three parts to making things work with the damage FX of any object. This goes for ships, buildings, vehicles as wells as aircraft.

1. The Weapon DP's for bombs, torps or rockets. This tells the program how much damage it will do to any object it strikes. Bombs hitting the ground also cause damage to objects close to the point of impact but that is all FX driven and I won't get into that here, just direct hits.

2. The FX. These do three things.
a. The visual FX you see.
b. The sound that is generated when the FX is triggered.
c. FX can also produce damage of their own. Think Secondary Explosions.

3. The Target Object's DP. This is what calls/triggers certain FX as damage is taken. If you pop open a DP you'll see there are different FX called for each system of that object. As a certain percentage of damage is done to that sysem new FX are triggered.

I've got a new FX I've been working on which combines a torp/skip bomb hit on a ships hull which combines the Water Spray, Explosion Fireball and then a nice long burning fire. In most photos I've seen of ships that have been torpedoed they are burning as a result. Instead of trying to configure a series of FX to accomplish this I've rolled them all into one. Which also keeps the DP's smaller. You only have to have one FX call instead of several. I'm still doing some testing and each ship's DP will have to be changed to use it but it does show promise.

Here's a couple of SS's of it in action. I'm Skip Bombing a Japanese DD with the DP modified to call on the new FX. The weapon is a 500lb bomb I've turned into a torpedo class weapon. The first shot is just as it hits the hull boxes of the ship's DP. The second is the resulting fire.
 
Hi Pen,
That FX looks really good.:ernae:
I know how much work it is to create new FX's.
I tried a few times. I just don't have the patience for it.

Regards,
B24Guy
 
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