In earlier posts, I've looked at TL6 bombs and TL7 missiles. And
now it is time for torpedoes. 

All torpedo hits are below the waterline, but they can be contact
or non-contact hits. Assume that contact hits hit the side armor,
while non-contact hits hit the underside. 

* A contact hit would be modern light ASW torpedoes with a shaped
  charge warhead, or earlier models with a contact fuse (W132 has
  serious malfunction chances for WWII magnetic fuses). 

  According to VE190, the DR of vehicle armor is squared against 
  outside explosions, even if they were in contact with the hull.
  The side and underside DR will be at least 100, and could go as 
  high as 300 to 700. 

  With a typical damage of 6d*1,183 for a full-size torpedo from
  a sub or destroyer (for a TL6 533mm modest HE warhead) quite a 
  lot of ships should be immune. 

* An explosion of this size has a range increment of 8 yards in 
  the air, or 24 yards underwater (again VE190). If the torp is
  that close, nothing will be lost by the lack of contact, and 
  W132 even gives a 50% bonus to damage after DR for this kind 
  of attack. 

* A big TL7 torpedo, like the famous Soviet Type 65, would do 
  extra damage because of TL7 explosives, but mostly it has a 
  longer range and better guidance.
   

* Technically, even underwater explosions seem to count as flame
  attacks. That means the cycle of fire and secondary explosions
  will start :-)

So it seems torpedos are roughly as effective as bombs, except 
that bombs are more likely to penetrate and explode within the 
vehicle.

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On a completely different issue, how do you take off from an 
aircraft carrier?

* Stall speed has always been a minor part of the performance
  rules, so I don't have all that much faith in those numbers,
  but stall speed for carrier aircraft seems to be in the 60
  to 90 mph range. gAccel would be around 10.

* The W149 formula is a restricted case for the more general
  rules on VXii30. 

* What these rules seem to be missing is the speed of the 
  aircraft carrier. Even in a calm, the ship can create a 
  headwind by moving at top speed (or something close to 
  it), and if there is wind the carrier can turn into the 
  wind. It would be foolish to depend on winds, but 30 mph 
  from the carrier should always be possible. 

  Taking the carrier deck as frame of reference, this cuts 
  all stall speed by 30 mph, which leaves 30 to 60 mph. 

* The formula from W149 gives a catapult-assisted takeoff 
  run of 50 to 320 yards (for the low and high case), and
  a landing run of 0 yards.

* I found a source for the TBM Avenger which gave a takeoff
  run 960' (320 yards) on a calm sea and 430' (145 yards)
  at 25 kts. Does that mean wind plus carrier speed, or 
  just carrier speed?

Something does not work. Either the stall speed is wrong or
the rules ... Even if the 90 mph stall speed figure at the 
high end (for large torpedo bombers etc.) was too high, 
aircraft should be able to take off on less than half the 
length of the flight deck, something like 120 yards.

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Finally, submarine aircraft carriers have a nice pulp action
appeal. Is there a way to justify them? WWII carrier warfare 
follows a pattern: 

0)  Forces A and B steam around, either towards a target like 
    an island or simply looking for each other.

1)  Both sides send out scouting subs and planes (either from 
    the carriers or larger, land-based aircraft) and prepare 
    their fighters, bombers, and torpedo planes. Some fighters
    will be airborne or ready for launch to defend the fleet.

2)  When scouts from force A detect the ships of force B, the 
    raid is launched towards that contact. Force B will move 
    during that time, of course. 

3)  It is unlikely that force B remains totally oblivious, if 
    only because they detect the scouts from force A. So they
    will launch their own raid, somewhat later, and go after 
    the carriers of force A. 

    Luck or skill could allow one force to hit the other with 
    fueled and armed planes on deck, but you can't count on 
    that.

3a) If the raids meet each other on the way, the commanders will
    have to decide if they want to detach their escort fighters to 
    blunt the enemy attack, or retain them to go after the enemy 
    defense forces.

4)  If a raid finds the enemy carriers, it has to fight its way 
    past defensive fighters and AA to attack with bombs and 
    torpedoes.

n)  Repeat until one force sinks, one force manages to break
    contact, or both forces are too exhausted to continue.

If it was possible to submerge a carrier on the approach, or 
while the raiders are away, that would be a major edge in this 
cat-and-mouse game. 

* Historically, there were subs with aircraft, but they carried
  only a few seaplanes along the lines of catapult-launched 
  observation planes from a cruiser.

* VE ignores the problem of sealing large doors in a sub. The 
  rules for hangars (or dry docks/space docks) don't really 
  cover pressure. Would it be possible to turn the lifts into 
  locks?

* How much of a flight deck do you really need, for full-size
  carrier planes?

* Prior to the introduction of angled flight decks, the deck 
  had to be prepared for landing (rear clear, planes parked
  in front) or takeoff (front clear, planes in rear). Would 
  the timing issues preclude submarine operations? How long
  to get a few dozen planes onto the deck?
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