Torpedoes
Revision as of 05:22, 2 July 2016 Considerable rewrite. Added reaction time formula | Revision as of 11:55, 3 August 2016 | |||
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Torpedo reaction times, i.e. the time it takes for the torpedo to travel across its ''Detectability Range'', can be computed assuming a stationary target. It follows that moving towards the torpedo will reduce the reaction time, while moving away will increase the reaction time. The torpedo's Detectability Range is shown when hovering the mouse over the ''Torpedo Tubes'' heading in the port's ship specifications. To compute the reaction time, the Detectability Range must be divided by the torpedo's speed. Because the torpedo's speed is shown in knots, the value must be converted to meters per second; however, since in-game units do not correspond directly to real-world units, a unique ''conversion factor'' must be applied to convert the torpedo's speed in knots to meters-per-second. Following considerable amounts of testing by numerous users, a conversion factor of '''2.6''' was arrived at and is generally considered accurate. Thus, the formula is | Torpedo reaction times, i.e. the time it takes for the torpedo to travel across its ''Detectability Range'', can be computed assuming a stationary target. It follows that moving towards the torpedo will reduce the reaction time, while moving away will increase the reaction time. The torpedo's Detectability Range is shown when hovering the mouse over the ''Torpedo Tubes'' heading in the port's ship specifications. To compute the reaction time, the Detectability Range must be divided by the torpedo's speed. Because the torpedo's speed is shown in knots, the value must be converted to meters per second; however, since in-game units do not correspond directly to real-world units, a unique ''conversion factor'' must be applied to convert the torpedo's speed in knots to meters-per-second. Following considerable amounts of testing by numerous users, a conversion factor of '''2.6''' was arrived at and is generally considered accurate. Thus, the formula is | |||
? | * '''D'''<sub>''range''</sub> / ('''V'''<sub>''torp''</sub> * 2.6) = '''T'''<sub>''reaction''</sub> | + | * '''D'''<sub>''range''</sub> / ('''V'''<sub>''torp''</sub> * 2.6) = '''T'''<sub>''reaction''</sub> <!-- <math>T_{react} = {D_{range}} \over {V_{torp} \times 2.6}</math> --> | |
As an example, the Japanese Type F3 torpedo, acquired beginning with the [[Ship:Kagero|Kagero]], would be | As an example, the Japanese Type F3 torpedo, acquired beginning with the [[Ship:Kagero|Kagero]], would be |
Revision as of 11:55, 3 August 2016
Arming Distance
Torpedoes have a minimum arming distance. If a torpedo strikes a target before it has reached the minimum arming distance, it will not explode and will not damage the target ship. Once the torpedo is armed, it will always explode when hitting a ship; duds, non-explosions or ricochets are not planned for the game.
Torpedo damage mechanism
- Torpedo hits into bow/stern -- deals about 0.9x the listed torpedo damage, independent of ship type.
- Torpedo hits into citadel with Torpedo Protection (e.g. anti-torpedo bulge, anti-torpedo belt) -- reduced damage, coefficient determined by the Damage Reduction value for the ship. This value can be found under the Survivability dropdown of the ship's specifications in the port. Not all ships have Torpedo Protection. Torpedo Protection also decreases the chance of flooding.
- Torpedo hits the mid-section of a destroyer -- reduced damage (multiplier of 0.9x to the listed damage, as of patch 0.4.1).
Flooding
Flooding damage reduces a ship's fighting capability by 0.66-0.12% of total HP per second, depending on ship's tier. Flooding probability depends on the place of the torpedo hit, the presence of modifications on the damaged ship (specifically, Damage Control System Modification 1), and the Signal Flags mounted on the attacking ship (Victor Lima and Juliet Whiskey Unaone increase the chance of causing flooding).
Reaction Time
Torpedo reaction times, i.e. the time it takes for the torpedo to travel across its Detectability Range, can be computed assuming a stationary target. It follows that moving towards the torpedo will reduce the reaction time, while moving away will increase the reaction time. The torpedo's Detectability Range is shown when hovering the mouse over the Torpedo Tubes heading in the port's ship specifications. To compute the reaction time, the Detectability Range must be divided by the torpedo's speed. Because the torpedo's speed is shown in knots, the value must be converted to meters per second; however, since in-game units do not correspond directly to real-world units, a unique conversion factor must be applied to convert the torpedo's speed in knots to meters-per-second. Following considerable amounts of testing by numerous users, a conversion factor of 2.6 was arrived at and is generally considered accurate. Thus, the formula is
- Drange / (Vtorp * 2.6) = Treaction
As an example, the Japanese Type F3 torpedo, acquired beginning with the Kagero, would be
- 1.9km / (76kt * 2.6) ≈ 9.6 seconds
Whereas the Japanese Type 93 torpedo would be
- 2.5km / (62kt * 2.6) ≈ 15.5 seconds
Note the above figures were calculated with the data from game version 0.5.7.0, in early July, 2016.
A chart of these reaction times was computed by reddit user "fstd" in August 2015, and shared in this reddit thread. The results are now completely obsolete, but the methodology of determining the conversion factor is discussed in the thread.