For these tests I used a Graf Zeppelin CV with only the BO and 1 TB pilot onboard, 3
of my normal plane loadout were switched for 3 T1 tb's.
I used the BB test mission, sat in the back and turned my GZ to the east. Once a
game started I launched 1 tb and manually torped myself. When I produced a hit I
then sailed straight off the map.I was never hit by any of the BB's.
All damage figures are taken from the damage result screen.
I only used recorded strikes and damages figures, though there are some anomalies
in some tests where I forgot to properly capture either the hit or the damage result
(or lost the screenies).
Thanks to my seriously lacking manuel and paint skills the screens look a bit messy.
Question 1: does a little belt actually reduce torpedo damage?
From Devgod's reference to an asian table I guessed that 0.2" belt gave about a 40-
50% reduction in torpedo damage. Since I have used that for a while now and I
would like to see that I guessed right, I started there.
So I set about torping my GZ a couple of times with no bulge and no belt, then I did
it again with 0.2" belt added.
I've organized the hits roughly in such a way that shots that are about equally as
far from the centre, line up.
The left row has no bulge no belt, the right row has 0.2" belt added.
Since no 2 shots match up exactly it's hard to calculate a precise damage reduction
down to the last 0.1 %, but this looks pretty close to 50% damage reduction to me.
Question 2: If 0.2" of belt can do that, what about other belt figures?
So I threw on a little less belt, a lil more and a lot more and went torping.
From the shots I had, I used 2 rows with varying belt figures, but with hit locations
that matched each other the best.
11.4" belt was the maximum I could use on the GZ.
In retrospect now that I'm typing this, I should have tested this while torping myself
directly from behind or from in front. Hit location causes a lot more variance than
belt thickness did. If you look at Emu87's thread you can see he had a lot less
variance torping the bow/stern then I got here ( it's in his 2nd or 3rd reply to his
initial post).
But still you can conclude a few things from it:
0.1" belt does nothing or close to nothing.
More belt might mean more damage reduction, but the increases are awfully small,
so you need an awfull lot to get any noticable increase.
My guess would be that 11.4" of KM belt might get you to 60% damage reduction.
One thing of note that happened though is I think I recorded a torpedo critical hit.
During my first runs of tests, which results I lost due to my incompatence, I hit my GZ
just in front of the bridge ( so almost halfway to the bow). The damage shown on
the screenie of the torp strike was well over 4300, however I forgot to take a SS of
the results screen. Then I corrupted the initial screenie while moving it around.
Question 3: What is the order of damage reduction, used to determine the final
damage.
So far I saw 3 damage reducing factors that affected the final damage.
Hit location: the further away from the centre of the ship, the less damage a torpedo
does.
Bulge: bulge is consumed before any damage is done to the ship.
Belt: belt above 0.1" gives a significant damage reduction.
So if a ship only has bulge, what comes first in determining how much damage is
done to you ship? If location does come before bulge, do you need more bulge in
the centre of your ship than you would on say the bow in order to escape
unharmed?
What if you have belt as well, does it protect your bulge? Does it reduce damage
done to your bulge, so you'd need less bulge to remain unharmed.
As you can see the damge done to you ship is first modified by location, then it goes
to bulge, then whatever is left is reduced by belt.
Interesting is the fact that even at very low bulge ( 4-5), 1 torpedo hit didn't erase
the whole amount of bulge, it only went to 75% of maximum.
How it's organized around the ship I don't know, whether it's applied in quadrants
or any other way, someone else is free to test.
Conclusion: if you ever get torpedoed, be safe and get 0.2" of belt, it's easily worth
a few points of bulge.
If you want to know how much damage reduction you get for a given belt thickness,
test it by torping the subject from directly behind or in front. Unless you can hit the
same pixel on a ship every time from a side attack, it's the surest way to conclusive
results.