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Second, just as you image shows: magnetic below ship will be at higher depth doing more damage than side impact, again only if that is modeld in game to be a thing and if it makes a diffrence. Specially on heavy warships it **could** be that the lower sidewalls (well below the armor belt) are a lot weaker than the bottom of the ship.
Also i might want to add to your picture: if there is high waves and the ship moving up and down considerably the magnetic torp might fail due to passing to low, as well as the impact fuse when set to low. A rolling ship might cause the impact fuse to hit at an angle that gives a higher dud rate. Here again clarification of the game design would be nice.
So all in all i would totally agree: A clarification of the developers would be really nice, since we can only assume from what would be real physics but not know what and how its modeled in game. I would assume the uboat command has sufficiant test data to put a paragraph into the manual with some explanations of what is assumed the most lethal hits (engine room at halve depth with impace and 1m below ship keel middle of ship?).
Most heavy warships were build befor WW2 and befor MZ, so they had a torpedo belt below the armor belt, but no torpedo protection on the bottom/keel.
Some ships had double keels, but these were filled with ballast water, fresh water and on ships with oil fired boiler with oil, what reduced the protection against torpedos below the keel.
"After this rework MZ torpedoes have a 95% chance to completely disable a medium GRT merchant ship, while AZ torpedoes have 70% chance, which should be much closer to reality."
-Seem to imply that the devs made magnetic torpedoes arbitrarily more powerful than impact torpedoes by simple virtue that they are magnetic with no mention of any other parameters or conditions involved in the process. It implies that a magnetic torpedo striking the same location as an impact torpedo has a 25% better chance to disable a ship which of course would not be right.
Both features are already implemented either deliberately or by happy accident. In rough sea states, a torpedo set too low can pass right below the hull without detonating the impact or magnetic pistol. And the angle of impact that can cause an impact torpedo to dud work vertically as well as horizontally based on some of my testing.
I can tell you that component damage is not modeled in Uboat but I'm hoping it will be in the future, it's a highly requested feature and the fact that ships can keep steaming along after taking a hit to the engine room or propellers actually annoys a lot of players.
The damage model in Uboat is fairly simple. Each ship has up to 40 compartments according to Shdun (creator of the SPO mod) and Salamander (creator of the Iron Coffins mod).
When a torpedo strikes the hull of a ship, the game performs a calculation to see how many compartments are within the 'bubble' of the warhead's explosive charge. The compartments closest to the center of that 'bubble' will generate the most flooding while the compartments on the outer edges of that bubble will generate less flooding. So in simplest terms, striking a target dead amidships will cause the most amount of flooding.
Striking fore or aft of the ship will cause a lot less compartments be within the influence of that exploding bubble.