21 inch MK14 torpedo

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

User avatar
wdolson
Posts: 7688
Joined: Tue Jun 27, 2006 9:56 pm
Location: Near Portland, OR

RE: 21 inch MK14 torpedo

Post by wdolson »

Actually it was originally French and then the British pinched it. I don't believe it ever belonged to Spain.

The average person around the world is better at Geography than the average American, but you can forgive the Russians. The initial news reports were almost certainly spelled with the Latin alphabet, which is foreign to Russian and it was a fairly small island country on the other side of the world.

Bill
WIS Development Team
packerpete
Posts: 129
Joined: Sat Feb 27, 2010 3:10 pm

RE: 21 inch MK14 torpedo

Post by packerpete »

Excellent post sir moose. Only thing that I could add was that there was a severe torpedo shortage early in the war because the navy simply could not produce them fast enough. Many of the early year 42 missions had the subs carry mines simply because there were not enough torps to go around.

The Mark 18 as a device is not in the editor as far as I can tell but I did not look that hard.

The other torps also have a build rate provision but I would imagine that would very problematic to implement too.

User avatar
Feltan
Posts: 1173
Joined: Tue Dec 05, 2006 6:47 am
Location: Kansas

RE: 21 inch MK14 torpedo

Post by Feltan »

ORIGINAL: wdolson

..., but you can forgive the Russians....

How about we don't, but say we did.

Regards,
Feltan
User avatar
Bullwinkle58
Posts: 11297
Joined: Tue Feb 24, 2009 12:47 pm

RE: 21 inch MK14 torpedo

Post by Bullwinkle58 »

ORIGINAL: packerpete

Excellent post sir moose. Only thing that I could add was that there was a severe torpedo shortage early in the war because the navy simply could not produce them fast enough. Many of the early year 42 missions had the subs carry mines simply because there were not enough torps to go around.

The Mark 18 as a device is not in the editor as far as I can tell but I did not look that hard.

The other torps also have a build rate provision but I would imagine that would very problematic to implement too.


Yeah, the never-ending torpedo inventory thing was commented on when the game shipped. They're treated the same as .50 caliber bullets. Just spend a bit of supply, even at the front, and they poof onto the boats. Especially with the Air HQs' ability to fill out a 200 ea. inventory in a day by shoving some supply forward. Imagine how much different the Japanese Netty torpedo war would be if they had to ship fish out on xAKs or AKEs.

Building a torpedo is a fair way toward building an airplane. They're very intricate devices, full of precise machining and small parts. Nothing like making a 500 lb. bomb for roughly the same warhead size.

But it's an abstraction like many others with the submarine war. Part of the balancing act. I suppose they could have been handled like mines, pooled in limited numbers. I think the compromise was the base size/tender support functionality which does demand longer transits to re-load. Having to hold a boat in port to wait for the pool to replenish would be one more level of planning in an already demanding game. And subs are a lot more central to tactics than mines are.
The Moose
Post Reply

Return to “War in the Pacific: Admiral's Edition”