View Full Version : can we disable the tactical nukes?
papajohns
12-06-2004, 05:45 PM
im sorry..but these torpedo's splash damage are like nukes...
im good couple inches away from them (in the monitor) and i still get insane damage from it when they explode.....sometime is better to get hit by them than by their splash damage..
is there a formula for computing damage depending on distance?
shouldn't damage be reduced somewhat like the force of gravity (divided by square of radius?)
I think this is realistic.
Torps do more damage when they explode a short distance away from you.
ruddermode
12-08-2004, 07:47 AM
Unfortunately it is not the case that a torpedo would do more damage if it exploded out of contact with the hull - in most cases!
The exception is when a torpedo was fired to deliberately explode beneath a ships hull - with the possible result of the ship breaking her back.
Proximity/magnetic mines were used because of their greater chance of hitting, rather than the greater damage they would do.
If you've seen the film 'The Dambusters' there is a good description/example of the difference between an explosion in contact (in this case with a wall) and one not in contact.
Goering
12-30-2004, 04:57 AM
Think that is a petard.....the closer it explode from you, more burns(damage) you recive.
Goering.
aonomus
03-25-2005, 11:25 PM
Well, the way torps (along with most HE weapons including shells, missiles, rockets, and any other implements of warfare) use expanding gasses. Blowing up a torp UNDER a ship works, compared to blowing one up beside one. If giant shells that deal 300-1000 damage (if you've ever seen BB's being tested, you know what it means..) if they hit your ship, but don't do squat if they land right next to you, why should torp detonations be like small nukes?
SWPIGWANG
04-05-2005, 05:01 AM
Well, a torpedo has like 300kg warhead....while a 18" shell only has 34kg warhead....
of course, a 18" has enough kinetic energy to penenetrate anything but a torpedo does not, but it doesn't matter if you are an unarmored DD.....
chanman
04-25-2005, 04:33 PM
Well, a torpedo has like 300kg warhead....while a 18" shell only has 34kg warhead....
of course, a 18" has enough kinetic energy to penenetrate anything but a torpedo does not, but it doesn't matter if you are an unarmored DD.....
ummm... you know that the USS Iowa's 16 inch shells weigh 1900 pounds per HE shell, 2700 lb per AP shell, right?
http://www.fas.org/man/dod-101/sys/ship/weaps/bb-61-untitled3.jpg
From the side you can see the size of one shell
hardwurr
06-02-2005, 06:41 PM
well seeing as when torpedos ran out of fuel they would sink instead of blowing up splash damage is absolute crap and should be done away with
:bash:
Eragon1
06-08-2005, 03:04 PM
lol you dont want splash damage? there goes the germany torpedoes!!!
darokin
07-17-2005, 05:29 AM
Just a few notes.
First, in breaking the back of a ship, the Torp actually does very little if any damage. In fact what it does is remove the weight bearing water from around the ship for a moment. If you were to place any ship in dry docks and remove the middle suport, the ship would snap, or break it's back. There is nothing feasibly strong enough to hold all that weight if even for a moment. Think of a concrete bar. If it's 1 foot long, no problem. But can a 1' round piece of concrete span 100 yards? Nope, it would snap in two (thus reinforced concrete) That is the principle in place here.
Regular Torp damage - Again, the Torp actually does very little damage here. The warhead may actually only cause 20-30% of the damage. If for example after a Torp hit, there is a 10ft hole in your side, maybe 3 feet of that was caused by the torp. The rest was caused by the water. From the explosion, the surrounding water is pushed back leaving a vacuum. Once the force of the explosion disspates, the water rushed back into this vacuum. Since the hull of the ship was the Epicenter, all the water slams back into that one point. This effect is the major damage causing item.
The difference between shells and Torps. First, most shells use shaped charges. That is, they are designed in such a manner that the majority of the blast is directed in a specific direction, and in this case through the top of the Shell (to create the cratering effect). Thus as the shell lands in the water, the majority of the blast is directed downward (The shell is pointing down when it lands). Now the ship will be hit with expanding water as it is pushed out from the shell, but not nearly as violent. And again, when the water returns, since it is returning UP, and not into the ship, there in no real damage here either. Now the Torp is designed to blast in a 360 pattern so even if the torp was just close, more of the blast and resulting water damage actually reaches the ship.
As for Armour piercing, well that is simple. They have a time delayed fuse. Thus they DO NOT denotane on contact. They are designed to go through a few decks and cause damage below decks. Thus if it struck the water, it would be 50ft below the keel blasting downwards causeing no damage to the ship, except maybe the sonor tech's ears.
That being said, the splash radius in game did need to be changed, and it's alot better this way now.
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