Very little help needed. Glad to see good discussion from all involved <3
Very little help needed. Glad to see good discussion from all involved <3
For the lower damage homing torpedoes, arming distance is 0.5km. For the higher damage unguided torpedoes, arming distance is 1km. I believe the British submarines currently in testing have an arming distance of 0.4km for their homing torpedoes, but possess no unguided torps.
They are still undergoing testing and under NDA, but stats-wise British subs generally have lower hitpoints, longer dive time, slower dive recharge, and improved torpedo homing (but no unguided torps).
I just want to note that submarines do not possess French DD saturation. Direct hits to the submarine midsection will always do 1/3rd damage. Shells that hit water and 'splash' the submarine do saturated damage (1/6), which is where the perception may come from.
At some point in testing they did saturate, but it was removed. HP pools are similar to DDs because submarines take damage much more easily due to splash; since you can land shells in the general area and still do damage, submarines generally take more damage per salvo than DDs simply because you don't have to hit them directly.
To expand on saturation more extensively: Submarines have a couple key pieces in their 'armor' scheme; the exterior "light hull" (divided into fore end, aft end, and midsection) and the interior "pressure hull". The light hull can saturate and will receive reduced damage once its HP is depleted in each of those three distinct sections. The pressure hull runs nearly the whole length and cannot saturate, but is protected from HE shells by the light hull (since they explode on the exterior). AP that doesn't overpenetrate can continue dealing full damage to the pressure hull even with a saturated light hull. "ASW hits will also deal full damage within their "direct" hit splash range.