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Saltface

True Torpedo Speed vs In-game Torpedo Speed

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We all know that the speeds referred to in the Specification sheet of every ship are represented in-game differently.

 

So I tried to calculate the reaction time that is given to any player that detects the torpedoes for any given torpedo type. This is a function of speed and distance.The math is straightforward. I made a simple spreadsheet and got my results. They did not look good. I felt that something is wrong. But the math was correct. Since I trust math more than feelings I didn't look more into the issue. And, I posted the results. I couldn't be more wrong.

 

Thankfully, we do have smart people among us. @I_m_just_lucky is one of them. He identified the error and  @lup3s pointed me to the right direction.

 

A little bit more research and I found out that in game 1 knot is about 2.6 m/sec. I corrected the initial post. And I tried to corroborate it with experiment.

 

I set up a training room and launched torpedoes. I timed them with a stop watch until they blimp out. (green dot vanishes)

I did the math and it seems that there is a time dilation (concerning torpedoes - other things in game may have another factor here) of 510%. This means that speed of 1 Knot is in game approx. 2.6237 m/sec.

 

The spreadsheet is now fine tuned a bit.

 

The first sheet Torpedoes  (has 4 torpedoes listed, was lazy to list them all, you may add what you want).

Input cells are the yellow ones and output (result) is the green one.

Input the Speed in Knots of the torpedo and the Detection range in Km of the torpedo and you will know how much reaction time the target will have when your torpedoes are detected (detected by the target not by any other ship that is screening and might detect them earlier)

 

There is also a second sheet named Tabulation. (Well it is a bit of a Troll table like the Nories Nautical Tables we used to have on board) Also attached as .jpg

Enter in the vertical with your torpedo speed in knots and on the horizontal with the detection radius of the torpedo in Km and you will find the reaction time in seconds.

 

Possible errors

I was keeping time with a stopwatch. So there is a timing error involved.

I don't know if the torpedoes have an acceleration period or they run flat speed. This is another possible error.

 

However, I ran many tests and the results are consistent with 510% or 2.6237 m/sec game speed of a Knot.

 

Table attached and anyone is free to do what they want with it. If you are not bored you may complete it with more ships and more torpedo types. If you find errors please call me out and correct it. And post the table so correct values are given to the player base. One more thing. I can't know if our beloved WG changes these factors with every patch. So, if anyone is bored and wants to run a test to verify that the values still stand, please do so. And post it. When I will be bored I will try to add the effect of commander skills. I ll keep you posted.

 

If WG wants to corroborate my findings I think we all would be happy about that.

 

Regards

Saltface

 

Torpedoes V01 Rev01.xlsx

 

1684106517_TorpedoesV01Rev01.jpg.32abcc76c0f18ae19a3c51b916ef0246.jpg

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15 minutes ago, Mr_Tayto said:

Has the sultan granted you some time off?

You are not on to div so I had spare time. It is Ramadan so working hours are 6 a day.

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Pretty good... now next up, can a French DD on boost outrun the Sims seamines? :Smile_amazed:

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18 minutes ago, BLUB__BLUB said:

French DD on boost outrun the Sims seamines

Sea Mines 49 vs Terrible French Toast 53.75 (on boost +20% and signal +5% - only boost 51.6 is enough)

The answer is Yes

What do I win?

 

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Wow nice job, i reckon this should be pinned somewhere it’s useful information and i might actually start to become less bollocks at dd’s!

 

noice.

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3 hours ago, Saltface said:

Sea Mines 49 vs Terrible French Toast 53.75 (on boost +20% and signal +5% - only boost 51.6 is enough)

The answer is Yes

What do I win?

Well, we already knew it was a bit faster. Now we gonna see if you can actually OVERTAKE them and slalom.

Als we are curious what happens if you 'torp the torpedo', AKA ram it from behind. Can you push it? :cap_wander_2:

 

If you can predict what will happen, maybe we should have a contest with that one @MrConway ? :Smile_trollface:

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31 minutes ago, Caurinus said:

On the topic of speed exaggeration btw, Statsbloke has an interesting video where he examines that and the scaling of ships. 

I will check it out

1 hour ago, BLUB__BLUB said:

AKA ram it from behind. Can you push it? 

It is testable. Just need someone with a Mine Layer and/or a French Toast. (I have both so any one of the two and we can set up the test)

I can also calculate what is the max distance the Mine Layer should be in front of you so that you can catch up before they blimp out.

 

Also we can test (if you have the proper timing and distance) if you can out run them and turn around and go through them again.

 

It is bad to put ideas in my head when I m bored.

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16 minutes ago, Saltface said:

It is bad to put ideas in my head when I m bored.

Maybe you should join the WG developers... :Smile_trollface:

 

Unfortunately I do not have the French Toast nor the Sims, but my div-mate has a Sims.

Would be a funny test. Lots of my clanmates have it too. We need some stuff to put it on the net, too.

We'll give it a try and then post it here. I like making movies (and yes, I'm like you when I am bored...). :Smile_veryhappy:

 

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Just now, BLUB__BLUB said:

Maybe you should join the WG developers...

I always had a principle. Because of that principle I could never be a gynecologist or a barman.

For that same principle I couldn't join the WG development team.

 

Spoiler

I will not work where or with what others have fun

 

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To help you out a bit: The official value the torpedos are speed up by is 5.22. So the correct speed should be 2.6854 m/sec per knot.

The source is an old S_O Q&A from Reddit:

 "Ship size is determined in ship meters and ballistics is determined in artillery meters (you see them in combat UI). 1 ship meter = 2 artillery meters, so ships are twice the size relative to in-game ranges.

Ballistic trajectories are made very close to historical ones, but they are lowered visually so that the player has more control and understanding when firing.

Ship, torpedo and plane speed values are increased 5,22 times relative to artillery meters. Shell velocities are increased 2,61 times. This scaling is needed for proper gameplay speed and player perception."

 

The other point is that the detection distance is, bar a few exceptions like Shima torps, the result of the torpedo caliber and the torpedo speed. Or in other words they use the detection range to keep the reaction time the same per caliber.

Therefor you need to realize that the values for the detection range in game are rounded.

You can estimate the correct values with the following formulas(not aren't 100% accurate)

18 inch: detection=game speed (knots)/(18*3.5)

21 inch: detection=game speed (knots)/(21*2.333)

24 inch: detection=game speed (knots)/(24*1.667)

 

There are a few exceptions like Shima and I have no clue about deepwater torps, because all of this stems from long before their implementation.

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@Forke

 

Thank you very much for the post.

 

It seems that the factor I used (2.6237 or 510%) is very close to 2.6854 or 522%.

Obviously, a better experimental setup that does not incorporate error in time measuring would yield better results.

 

Taking your values in consideration we can just put this figure (2.6854) in the excel table and we have an updated and revised table with "official" numbers.

 

e.g the Gearing Mark 17 would change from 7.52 sec to 7.34 sec. Reduction in reaction time of 0.18 sec.

 

There is one more valuable conclusion drawn from the text you quoted.

The basis of all calculation is distance. Speeds and size of vessels are increased while distance remains.

 

Regards

Saltface

 

 

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Just one thing to add here, one can see the time the ammunition takes to a certain point while you aim - with torps and guns.

e.g. Sims torps and guns - especially on guns, one eye on flight time might help a bit on aiming as long as instinct isn't working proper ^^

simstorps.thumb.png.524b5dad31518b1df87ab5e34b327171.png

 

simsguns.thumb.png.30564db792098a2ceefbea5d0d9c5a70.png

 

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13 minutes ago, I_m_just_lucky said:

ust one thing to add here, one can see the time the ammunition takes to a certain point while you aim - with torps and guns.

e.g. Sims torps and guns - especially on guns, one eye on flight time might help a bit on aiming as long as instinct isn't working proper ^^

Yes, but for shells it is a bit more complicated because we have the ballistics equation to solve. We don't know the vertical angle, we only know the initial shell speed and the distance traveled in time (both on the cross hair). We also don't know air resistance (drag) coefficients that are used to simulate shell trajectory.

Your comment about one eye on time to target is absolutely correct for setting lead.

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