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Old 08-29-09, 05:55 AM   #31
iambecomelife
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Looks like I spoke too soon. Now there is a problem with ships getting sunk by their own torpedoes.

I will keep trying to get a happy medium; then I will release it if I get his permission .
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Old 08-29-09, 05:58 AM   #32
keltos01
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Quote:
Originally Posted by iambecomelife View Post
Looks like I spoke too soon. Now there is a problem with ships getting sunk by their own torpedoes.

I will keep trying to get a happy medium; then I will release it if I get his permission .


circle runners were used by fleetboats against circling escorts, read that in the Narwhal log of her thrid war patrol !

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Old 08-29-09, 08:31 AM   #33
Rockin Robbins
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Go guys go!

This is one of the worthiest projects going and can truly change our whole concept of SH4!
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Old 08-29-09, 09:23 AM   #34
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Quote:
Originally Posted by iambecomelife View Post
Looks like I spoke too soon. Now there is a problem with ships getting sunk by their own torpedoes.

I will keep trying to get a happy medium; then I will release it if I get his permission .
What exactly happens? Do they explode right after they are launched? If so, try to increase the distance between the ship and the launcher.
Ah well, at least this problem keeps it a fair fight, otherwise those poor BBs wouldn't stand a single chance

Should you overcome the problems, you've got my permission to release an improved version
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Old 08-29-09, 09:26 AM   #35
iambecomelife
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Quote:
Originally Posted by DarkFish View Post
What exactly happens? Do they explode right after they are launched? If so, try to increase the distance between the ship and the launcher.
Ah well, at least this problem keeps it a fair fight, otherwise those poor BBs wouldn't stand a single chance

Should you overcome the problems, you've got my permission to release an improved version

The ships usually turn to avoid their own torpedoes and then get struck amidships. I will move the torpedo nodes and see what happens.
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Old 08-29-09, 09:39 AM   #36
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that would be really interresting for the IJN torpedo launching ships too...

and maybe implemented on the US side since we fight them in the IJN Campaign.

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Old 08-29-09, 10:03 AM   #37
iambecomelife
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Quote:
Originally Posted by DarkFish View Post
What exactly happens? Do they explode right after they are launched? If so, try to increase the distance between the ship and the launcher.
Ah well, at least this problem keeps it a fair fight, otherwise those poor BBs wouldn't stand a single chance

Should you overcome the problems, you've got my permission to release an improved version
By the way, you have a PM. I am hoping to modify this launcher so that ships can spawn other types of objects that stay on the surface.
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Old 08-31-09, 12:26 PM   #38
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I found a solution on Sunday afternoon. Setting the "velocity" tab under torpedospawnfx.dat to between -4 and -3.5 gives excellent results.

In an attack on the two battleships using Fletchers and Tribal Class destroyers they consistently score between 5-8 torpedo hits. I have only noticed one accidental self-inflicted torpedo impact. I could set the value even higher for greater accuracy but that would probably make it too easy for the dd's.

If anyone knows torpedo loadouts for the ships ingame please contact me. Most sources only give the number of torpedo tubes a destroyer had. What I need to know is how many individual torps were carried on a Fletcher, Somers, Tribal, etc.
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Old 08-31-09, 12:59 PM   #39
Karle94
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I believe there was only one torpedo per tube
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Old 08-31-09, 06:00 PM   #40
iambecomelife
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Quote:
Originally Posted by Karle94 View Post
I believe there was only one torpedo per tube
I'll browse some sources just to be sure.

Just managed to get the DD's to fire torpedo broadsides instead of just foreward; a Fletcher just caught the "Fuso" with a hit when they were on almost parallel courses. These guys are turning into giant killers... :rotfl:
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Old 08-31-09, 06:41 PM   #41
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Am confused about your tuning of the velocity .... I set the velcoity under Object particles ? If so I set it to -3.5 as you stated above and the Torpedoes come out of the launchers .... and then head backwards away from the intended target !
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Old 08-31-09, 07:56 PM   #42
iambecomelife
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Quote:
Originally Posted by polyfiller View Post
Am confused about your tuning of the velocity .... I set the velcoity under Object particles ? If so I set it to -3.5 as you stated above and the Torpedoes come out of the launchers .... and then head backwards away from the intended target !
On the "Speed Direction" item under the "Velocity" header, set Z to a negative value (from -2 to about -8).
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Old 09-01-09, 03:01 AM   #43
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THat's what I changed .... and the torps go backwards.... maybe it's because you are using world aligned and not motion aligned. I test world aligned and got shots fir at about 60 degrees to the right of what was needed to hit the target.

I think we must have different test missions and therefore the settings need to be tested with multiple solution angles. In mine I have 3 AI subs which sail at a 90 degree collision cours to the target.... 1 level with target and two slightly in advance. With Drkfishes original settings, all 3 manage to hit ... but this is very sensitive to target speed (if it's moving, they miss alot). Am not saying your tuning is wrong ... just apply multiple test scenarios before settling on values. I am going to try world aligned with your negative values again.

Warning: I have also noted some strange behaviour with S3D when modifying the GFX.dat file - I tried your world aligned, speed to 0.25 and got the 60 degree off angle firing. I used S3d to set values back to 1 and world algined and still the same behaviour. I replaced the gfx.dat with Darkfishes original and they fired back on target. Very strange. What version of S3d do you use ?
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Old 09-02-09, 09:18 AM   #44
iambecomelife
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Quote:
Originally Posted by polyfiller View Post
THat's what I changed .... and the torps go backwards.... maybe it's because you are using world aligned and not motion aligned. I test world aligned and got shots fir at about 60 degrees to the right of what was needed to hit the target.

I think we must have different test missions and therefore the settings need to be tested with multiple solution angles. In mine I have 3 AI subs which sail at a 90 degree collision cours to the target.... 1 level with target and two slightly in advance. With Drkfishes original settings, all 3 manage to hit ... but this is very sensitive to target speed (if it's moving, they miss alot). Am not saying your tuning is wrong ... just apply multiple test scenarios before settling on values. I am going to try world aligned with your negative values again.

Warning: I have also noted some strange behaviour with S3D when modifying the GFX.dat file - I tried your world aligned, speed to 0.25 and got the 60 degree off angle firing. I used S3d to set values back to 1 and world algined and still the same behaviour. I replaced the gfx.dat with Darkfishes original and they fired back on target. Very strange. What version of S3d do you use ?
I reverted to motion aligned after noticing similar problems, so you were right.

I have cloned the submarine torpedoes to make two types of surface torpedoes - one to represent the US Destroyers' Mk XV and the other one to represent the famous "Long Lance". So far I have noticed no problems with the torpedoes themselves. They fire at different angles, do not always head North, do not crash the game, etc.

The only problem is that the AI isn't intelligent enough to use them properly. The destroyers do not seem to "lead" their targets; instead they fire directly amidships at the enemy, and by the time the torpedo intersects it hits nothing but ocean. I will try adjusting the nodes & speed to compensate for these issues.
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Old 09-02-09, 12:31 PM   #45
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Ahh OK ... glad it wasn't just me seeing strange results with world algined. As for the -3.5 to -4 speed thing .... deffo makes them go in the wrong direction by 180 degrees in my tests.

Am having the same problems with the AI notbeing able to lead the targets.

I was also thinking about cloning the torps to create a long lance. Any chance you could share your files for inclusion in the TSWSM (you will receive credit when the mod is released) ?

Will let you know if I find any way of improving the aiming ... although I suspect if it can be made better, then Darkfish will find a way (he's better at this stuff than me). I usually do damage results, not damage infliction
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