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Compass Navigation
Map 2D
Expanded Crew
(these 3 are outdated but have been for a while and never caused this before)
Historical Flags and Identification Booklet (2022.1)
Enhanced Identification Book (2022.1)
Torpedos Pre-Heat 1 Hour (2022.1)
Expanded Ship Names (2022.1)
Auto Sub Lights
Custom Actions
Language Barrier
Basic Torpedoes
T1 = 19%
T2 = 30%
T3 = 16%
T5 = 14%
Semi-Realistic torpedoes
Pistol flaws are used instead of the aforementioned dud chances.
Impact angle failures are now a thing. Horizontal or vertical angles that are to oblique will cause a dud. Magnetic pistols have a chance of detonating prematurely.
Pi1 to Pi1.1 are especially bad but they do get better at Pi2 and above.
Realistic torpedoes
The features of Basic torpedoes and Semi-Realistic torpedoes are used at the same time when using this difficulty.
Mods that affect torpedo dud chances
Uboat Expanded makes torpedo duds extremely high, almost to 90%. This mod is also NOT save game compatible which means not only do you have to start a new game to add it but also to remove it. If you attempt to remove UBE from an existing save file, it won't work. Mods that are not save game compatible are permanently embedded inside the save. Only starting a new game will work.
So why so many duds?
Difficulty for dud torpedos is realistic.
I tested both impact and magnetic pistols, taking care to get a good shot for the impact fused ones.
That vertical angle always reads 90* (I can't seem to change it in any way) and I'm really not sure what it is supposed to mean.
So I've had Uboat now for a few years, following it through quite a lot of updates and I never had this happen before, modded or clean.
https://steamcommunity.com/sharedfiles/filedetails/?id=2883309875
Validate your game files through your Steam library. Let me know if Steam informed you that any files need to be re-downloaded. Also start a new game and see if the issue persists.
If the issue does persist after a file validation & a new game, then it'll be time to share your output log to see if there is some kind of persistent error going on.
Also, last thing of note but there IS a minimum arming distance of 200 meters. If you attempt to hit a target closer than 200 meters then all of your torpedoes will have a 100% dud rate.
Just to be sure, you are talking about hits that dont explode, not about torpedos miss the target?
Correct. The ones I'm talking about hit but fail to detonate.
Validating the files did something. Now the dud ratio has fallen drastically.
Oh I know.Ideally they would launch at a few hundred meters, less than a km but long range shots were not totally unheard of, and I just wish to explore the game mechanics.
As a tangent, Japanese destroyers launched mass salvos and scored 1 hit at 22,000 yards. Now THAT is what I call a long shot :D
Your torpedoes are running too deep and going under the target's hull. There's a depth dial below the controls for flooding the tubes to set the depth. If changing the depth doesn't change the vertical hit angle, you've got a bug of some kind.
With impact pistols, Ideally you want the horizontal angle as close to zero as possible and the vertical angle somewhat shallow. There will be a warning icon if the combined impact angle (vertical+horizontal) is too steep. I usually set the depth to about half of the target's draught.
Once you get magnetic pistols that actually work (Pi2 or better), impact angle isn't all that important. With MZ pistols I go for 0.5-1m *under* the target's draught so that the torpedo detonates under the keel for maximum damage.
That was one thing that was borked, changing depth setting didn't change the 90*. I would get those 90 for 1m deoth as well as 13m. The warning triangle would never go away. After the verification however, it seems to work.
Alas, other issues are now appearing unrelated to torpedos. Been a good while since I had time for Uboat but it returns to me now that one reason I quit was coz the game wouild disintegrate for each patrol.