UBOAT
Ziggurt Oct 15, 2021 @ 2:41am
Preheating steam torpedo (G7a) - why?
There is a earlier posted thread about this, but it relatively old and did not answer my question. In game it is possible to preheat G7a/ T1 steam torpedoes. Preheating batteries in later G7e /T2 torpedo makes sense (battery performance in cold temperature is still an issue to an extent) but is there any point for preheating steam torpedoes in current build?

Has anyone looked at files and seen whether it has any actual effect on the failure chance of the said torpedo in the current build?
< >
Showing 1-14 of 14 comments
Dewgle Oct 15, 2021 @ 3:51am 
This was addressed several patches ago when the developer changed 'warming' torpedoes to 'maintaining' torpedoes.
Ziggurt Oct 15, 2021 @ 4:09am 
Originally posted by McDewgle:
This was addressed several patches ago when the developer changed 'warming' torpedoes to 'maintaining' torpedoes.

Ok, for us who are not in the loop - is there any practical difference between the two beside the naming? I fully understand why GUI implementation is such as it is and it is minor issue for most players I think.

In game terms:

Preheating/Maintaining G7e torpedoes (TII and TIII) directly affects their dud chance and range.
Has the same in-game action similar effect on T1 G7a?
Dewgle Oct 15, 2021 @ 4:27am 
Correct, it was just the nomenclature that was changed from 'warming' to 'maintenance'. The effect remains the same and lasts for the same amount of time.

On 'basic' torpedo settings, this occurs:
un-maintained / maintained
T1 = 19% dud chance / 11% dud chance
T2 = 30% dud chance / 18% dud chance

On 'Semi-realistic' settings:
un-maintained Pi1 pistol has a reduced chance to detonate above 40° angle of impact
maintaiend Pi1 pistol has an increased chance to detonate above 40° angle of impact
(0% chance of detonation above 69° AOI)

un-maintained Pi1 magnetic pistol has an increased chance of detonating early
maintained Pi1 magetic pistol has a decreased chance of early detonation

On 'full realism' torpedo settings:
An un-maintained Pi1 pistol has a higher chance of failing even if the impact angle is good
A maintained Pi1 pistol has a lower chance of failing when the impact angle is good

Dewgle Oct 15, 2021 @ 4:31am 
Now someone will have to confirm this for me as I haven't gotten a chance to test it out. But the big question you should be asking is, whether or not a G7e torpedo loses it's maxium range and speed if it's not maintained.

What I do know is that the devs recently implemented G7a torpedoes losing their maximum distance if you set them to a higher running speed

Originally posted by Deep Water Studio:
- Fix: G7a torpedoes range now depends on the selected speed setting (5 km for the fastest, 7.5 km for the medium and 12 km for the slow).
Ziggurt Oct 15, 2021 @ 5:32am 
Originally posted by McDewgle:
Now someone will have to confirm this for me as I haven't gotten a chance to test it out. But the big question you should be asking is, whether or not a G7e torpedo loses it's maxium range and speed if it's not maintained.

What I do know is that the devs recently implemented G7a torpedoes losing their maximum distance if you set them to a higher running speed

I had the game up trying to replicate a bug so I took rapid test of T2 G7e.

There is no difference between maintained and unmaintained when it comes to range. They hit 5000 meter mark before stopping.

Same thing applies to T3 G7e although here the range is capped at 7500 meters.

They should lose their max range (colder batteries, especially hold less charge and are less effective - meaning it goes faster empty but also the speed drops slightly compounding loss of range). But I guess, devs decided here to simplify mechanics.
Last edited by Ziggurt; Oct 15, 2021 @ 10:42am
Urfisch Oct 15, 2021 @ 5:33am 
From what i know, the chance of a dud is increased from non-maintained torpedos ;)
Last edited by Urfisch; Oct 15, 2021 @ 5:33am
Dewgle Oct 15, 2021 @ 10:15am 
G7a is steam, G7e is electric.
Royal Raven Oct 15, 2021 @ 10:29am 
This is a good mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2548679647

He is trying to simulate the G7a just a maintenance phase, and it last 12 hours.
G7e, simulate the electric charge of batteries and it last slightly long than vanilla, 30 minutes
Ziggurt Oct 15, 2021 @ 10:43am 
Originally posted by McDewgle:
G7a is steam, G7e is electric.

Corrected it now. It was G7e I was testing
Ziggurt Oct 16, 2021 @ 1:11am 
Originally posted by Royal Raven:
This is a good mod:

Sorry, did not see you post.
I don't use mods for EA games but thanks for advice.

Also this that mods interpretation of pre-launch procedures is such that it makes game easier, which is totally OK but not exactly what I am after.

Red_Seven_ Oct 16, 2021 @ 1:36am 
Something I'd really like to see is the ability to reload and maintain a torpedo in one coherent action. It just hurts to see your crew loading the torpedo and then immediately unloading it for maintenance if there's no other priority for them.
Ruby Oct 16, 2021 @ 1:44am 
Hi Red_Seven,

use this task for this ... ;-)
https://steamcommunity.com/sharedfiles/filedetails/?id=2629211502
Cheers Ruby
Red_Seven_ Oct 16, 2021 @ 2:42am 
Originally posted by Ruby:
Hi Red_Seven,

use this task for this ... ;-)
https://steamcommunity.com/sharedfiles/filedetails/?id=2629211502
Cheers Ruby
Wow... Never knew this. Thank you :steamthumbsup:
Lipi Oct 17, 2021 @ 8:48am 
Originally posted by Ruby:
Hi Red_Seven,

use this task for this ... ;-)
https://steamcommunity.com/sharedfiles/filedetails/?id=2629211502
Cheers Ruby

I use this too, but it will help if you allow custom priorities to be saved as presets so they can't be quickly assigned from the drop down list of the assigned jobs. This customization is lost as soon as I send him back to manning engines.
< >
Showing 1-14 of 14 comments
Per page: 1530 50

Date Posted: Oct 15, 2021 @ 2:41am
Posts: 14