UBOAT
kandnil Jul 27, 2023 @ 2:18pm
Torpedo dud ratio is wild
Getting a few hours with Uboat now and I am wondering about the dud ratio for both T1 and T2 torpedos. Started 2 careers and this is what I have so far (all torps are pre heated)
Using the ingame aid to get a 90 degree hit for impact pistols.

Some patrols sees the dud ratio around 75-80%, for T1 beyond 5000m I see a 100% dud ratio.

I can't remember this being that high before.
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Showing 1-12 of 12 comments
The cursed Jäger Jul 27, 2023 @ 2:27pm 
I must ask: any mods?
kandnil Jul 27, 2023 @ 2:40pm 
Of course. I just forgot seeing I haven't changed my mod soup lately but they are
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(these 3 are outdated but have been for a while and never caused this before)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
Last edited by kandnil; Jul 27, 2023 @ 2:41pm
Dewgle Jul 27, 2023 @ 3:56pm 
These are the un-modded dud rates:

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?
  • Which difficulty setting are you using?
  • Impact or magnetic?
  • If impact, are you getting good angles?
  • Horizontal AND vertical angles can cause a dud when using semi or realistic torpedoes.
  • Did you install Uboat Expanded?
Last edited by Dewgle; Jul 27, 2023 @ 4:10pm
kandnil Jul 27, 2023 @ 4:04pm 
First, thanks for that post. As for UBE, I never installed it.
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.
Dewgle Jul 27, 2023 @ 4:15pm 
Originally posted by kandnil:
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 long as you run your torpedoes shallow when using the impact trigger, then it should always read close to 90°. It's only when you run your torpedoes deep while using the impact trigger do you risk it becoming a dud as shown in this example
https://steamcommunity.com/sharedfiles/filedetails/?id=2883309875
Originally posted by kandnil:
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.
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.
wolf310ii Jul 27, 2023 @ 4:55pm 
Originally posted by kandnil:

Some patrols sees the dud ratio around 75-80%, for T1 beyond 5000m I see a 100% dud ratio.

Just to be sure, you are talking about hits that dont explode, not about torpedos miss the target?
kandnil Jul 28, 2023 @ 2:22am 
Originally posted by wolf310ii:
Originally posted by kandnil:

Some patrols sees the dud ratio around 75-80%, for T1 beyond 5000m I see a 100% dud ratio.

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.
kandnil Jul 28, 2023 @ 7:39am 
Originally posted by McDewgle:
Originally posted by kandnil:
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 long as you run your torpedoes shallow when using the impact trigger, then it should always read close to 90°. It's only when you run your torpedoes deep while using the impact trigger do you risk it becoming a dud as shown in this example
https://steamcommunity.com/sharedfiles/filedetails/?id=2883309875
Originally posted by kandnil:
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.
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.

Validating the files did something. Now the dud ratio has fallen drastically.
El Rushbo Jul 28, 2023 @ 8:20pm 
5000m is awfully far to fire torpedoes at a target. Longer transit time means it's easier for the torpedo to miss or be spotted causing the target to start evasion maneuvers. Ideally you want to be closer than 1000m when attacking. Only time you want to fire a torpedo from a vast distance is late in the war when improved escorts made it nearly impossible to close in on a convoy.
kandnil Jul 29, 2023 @ 9:42am 
Originally posted by El Rushbo:
5000m is awfully far to fire torpedoes at a target. Longer transit time means it's easier for the torpedo to miss or be spotted causing the target to start evasion maneuvers. Ideally you want to be closer than 1000m when attacking. Only time you want to fire a torpedo from a vast distance is late in the war when improved escorts made it nearly impossible to close in on a convoy.

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
Last edited by kandnil; Jul 29, 2023 @ 9:43am
RimmerA Jul 30, 2023 @ 8:19am 
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.

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.
kandnil Jul 30, 2023 @ 8:35am 
Originally posted by RimmerA:
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.

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.
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Date Posted: Jul 27, 2023 @ 2:18pm
Posts: 12