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Old 04-19-08, 10:22 PM   #1
ccruner13
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Default excessive duds

so im on my way to my patrol destination and my course puts me right by freemantle so i take a peek and what do i find but two king georges and a fleet carrier so im cruising in and take out two dds with 3 homing torpedos. then the king george is basically lined up for me right where i am so i fire a torpedo...dud. another. dud. two more duds. so im like **** this and shoot at the fleet carrier and first one hits and explodes and it aalmost sinks so i shoot another boom and she makes the next 15 m to the bottom. so im like ok torps are working i go back to the king george i was first set on but move so my angle is different and im a little closer. dud. so this time i move in from about 1300 m to 700 m. dud. so this is getting ridiculous and i shoot one more for the other king george about 2000 meters away. dud. all my mods are sound and visual because i wanted to finish this campaign before starting over with gameplay mods. so this is a stock issue. ive had consecutive dud streaks before but not like this. anyone else have something this exceptional amount of duds...? its not like im using american torpedos the first week of the war here...its early 44 with the german torpedos.

i am not amused
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Old 04-19-08, 10:35 PM   #2
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I turn duds off. I hate duds, duds are very bad.
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Old 04-19-08, 10:54 PM   #3
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I'm on my first patrol in my IXD and was lucky enough to intercept a 5 ship unescorted convoy. I bagged the 11,000 plus tanker but had two duds in the process. After I got it I surfaced, as the crew was reloading the torpedos, and decked gunned the other 4 smaller merchants. In this case the duds merley meant I had to use more deck gun ammo to sink the convoy.
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Old 04-20-08, 12:24 AM   #4
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American torpedoes > German torpedoes
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Old 04-20-08, 12:48 AM   #5
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Quote:
Originally Posted by V.C. Sniper
American torpedoes > German torpedoes
In terms of dud rates, this is undeniably true! :rotfl:
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Old 04-20-08, 02:35 PM   #6
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ended up at 12/23 torpedos detonating including four on three destroyers two on the carrier five on one king george and one on the other and now im out without reaching my patrol area

and was it the americans just didnt make it to the target to be duds?

well it all gets erased as i just crashed and have no save after leaving port

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Old 04-20-08, 02:40 PM   #7
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American Torpedoes more reliable then German Torpedoes? I always hear about the USN Torps going dud, or prematurely detonating, or blowing the sub that shot them in half...
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Old 04-20-08, 05:11 PM   #8
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I've had my share of duds in my 3 U-boat patrols so far, but not to excess. And for some reason it only seems to happen if I try for contact hit, rather than under the keel magnetic fuse. Except for the homing torpedoes, they seem to work perfect in both modes.

I've also had one fish gyro act up and run around in circles after launch. I thought that was a unique problem of US torpedoes? Not applicable to german torpedoes?

But all in all, I'd say some 75-80% of under the keel shots end in a hit in my experience (Presuming I did not miss the target). My biggest worry is premature detonations, not whether or not it will go off when on target.

(Oh, running TMO and RSRD)
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Old 04-20-08, 07:53 PM   #9
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i've had problems after loading a savegame with german torpedoes having 100% dud rate from 90 degree angle... i'd load the save multiple times and every time torps hit from 90 they were duds, if they hit at an angle they'd blow...
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Old 04-20-08, 09:27 PM   #10
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We found a bug in the game system while working on the RFB torpedo files that can cause this.

If the chance of a dud is written as the whole number 1 the game engine sometimes starts to interpret it as 100. Don't know why, and it isn't something that always happens but it does happen.

You need to use S3D to edit the german torpedo sim file. Look under detonators/dud chance/chance There may be multiple listings depending on the torpedo.

Whever you see chance=1, to be safe change it to chance =1.1

There may be some changes you'll need to make to the gyro problem chance parameter too if you see a 1 there.

We could put out a fix to the stock torpedo files in a couple of days unless someone else wants to put one out first.
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Old 04-21-08, 10:11 PM   #11
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good find swdw

it either gave me that right out of base or it happend sometime during the patrol no saves/loads from the dock to when i started shooting

i had something else weird happen with my torpedos too. my lut III's at some point became hyper speed and would go a distance of like 1500 meters in about three seconds. dunno how that happpend but i saved and loaded it and they were normal again. happend about the same tiem my camera wouldnt go up or down with the 7/1 keys on the pad without staying locked in the respective direction
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Old 04-22-08, 02:52 PM   #12
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Problems found and corrected. Read about it from the link. Download link there too.

http://www.subsim.com/radioroom/show...682#post845682

Basically- most of the torpedo dud chances were screwed up
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http://forum.kickinbak.com/index.php...647a9120c08614
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Old 04-23-08, 05:00 PM   #13
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That explains why I only got duds on contact fuse. And why homing fishes always worked, even on contact, since they do have this tendency to go for, let us say, creative angles.

Thanks for the fix RFB devs. Much appreciated

Come to think of it; Am I the only one that do under the keel shots as a lazy habit when playing u-boat, learning the hard way in SH3 that it is the only proper method, but not trusting US fishes when playing fleet sub, and then always going for contact hits?


Just wondering Keep up the tonnage per patrol ratio
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Old 04-23-08, 07:17 PM   #14
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For some reason the uboats got loaded with the American MK14 Good luck! I'm glad that bit of a headache is worked out!
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