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Old 05-01-13, 04:12 PM   #1756
Fifi
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Originally Posted by TheDarkWraith View Post
How is 0-1 not understandable? 0 = 0%, 1 = 100%, 0.5 = 50% (simple fractions)
Yes of course...but still 50% writen 50 is quicker understable than 0.5
Nitpicking i admit
But remains the descriptions are very useful to me...!

Ok, installed your new version, and will see the changes
The number of patches concerning torpedos are now impressive
You did a stunning job in very short time!
If all working as intented, it will be the more important generic patcher version ever to me
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Old 05-01-13, 04:20 PM   #1757
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Originally Posted by TheDarkWraith View Post
v1.0.86.0 released.
Great work! Thank you TDW

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Originally Posted by TheDarkWraith View Post
The torpedoes sim file will need to be updated.
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Originally Posted by volodya61 View Post
I be able.. what needs to do/to edit? exactly?
Volodya, I have a suggestion if you don't mind:

don't waste too much of your time on the torpedo failure settings. Just give them some generic values which we will use ad interim for testing the new patches by TDW. For the definitive values, we should wait for Rongel to adjust them; havig worked on this mod, he is the one who knows more on the topic of torpedo malfunctions at various stages of the war, and hopefully he saved the raw data that his mod was based on in a safe place

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Originally Posted by Fifi View Post
Basically same stuff, but for noob like me, everytime i clic a value or a name in window, a description appears on bottom page
(to answer Volodya question of other thread)
Fifi, I agree with you that S3d is still a valid tool (when needed, I use it myself), but the very same descriptions pointed by you are displayed by Goblin Editor. They are probably stored somewhere in the binary files.
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Old 05-01-13, 04:24 PM   #1758
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I just have looked into the files.. I am perplexed by some numbers by devs..
circle runner chance - 0.5.. is this mean 50%? throughout the whole war? or rather this mean - 0.5%, i.e. 1 circle runner by 200 torpedoes shots

Gap!!! Are you here?!!
Have you historically accurate numbers? or Rongel only?

EDIT: oops.. you already answered on my question..
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Old 05-01-13, 04:29 PM   #1759
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Originally Posted by volodya61 View Post
I just have looked into the files.. I am perplexed by some numbers by devs..
circle runner chance - 0.5.. is this mean 50%? throughout the whole war? or rather this mean - 0.5%, i.e. 1 circle runner by 200 torpedoes shots
Yes that means 50% Look at the date range. You can specify certain dates for certain failures in the .sim file. That's why I said if you don't like the amount of failures you are having after applying the new patches then edit the torpedo's .sim file The new code will enforce what is in the torpedo's .sim file.

There are two failures you all have never seen since day one the game came out - depth keeping problems and gyro problems. You will definitely see them now though with the new patches.
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Old 05-01-13, 04:41 PM   #1760
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Gap!!! Are you here?!!
Have you historically accurate numbers? or Rongel only?
Rongel has been quiet lately, but I think we should send him a PM.

I am sure he will be as excited as the rest of us with the new possibilities disclosed by TDW. By the way, while working on his mod he had already reported how "weird" was dev's code:

http://www.subsim.com/radioroom/show...&postcount=376

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Originally Posted by TheDarkWraith View Post
There are two failures you all have never seen since day one the game came out - depth keeping problems and gyro problems. You will definitely see them now though with the new patches.
That's definitely good news... especially for the Allies
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Old 05-01-13, 04:50 PM   #1761
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Hum, first test with stock FX torp file and new patch:
Ennemy boat 1500m right in front of me 90° angle, speed 0 in 1942;
Fired 11 torpedos ---> no one hitted boat! (in fact 2 but were dud)
Tried magnetic position, impact position, slow speed, fast speed, medium speed, various depth...no chance.
Got about half circle ones, many premature explosions (even on circling ones for very first time!) and 2 DUD ones when hitting hull at 90°...
Think the % of defection in FX torp file has to be greatly reduced
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Old 05-01-13, 04:53 PM   #1762
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Originally Posted by Fifi View Post
Hum, first test with stock FX torp file and new patch:
Ennemy boat 1500m right in front of me 90° angle, speed 0 in 1942;
Fired 11 torpedos ---> no one hitted boat! (in fact 2 but were dud)
Tried magnetic position, impact position, slow speed, fast speed, medium speed, various depth...no chance.
Got about half circle ones, many premature explosions (even on circling ones for very first time!) and 2 DUD ones when hitting hull at 90°...
Think the % of defection in FX torp file has to be greatly reduced
It's working good. I was just resuming work on the destroyed marks code and loaded up my test mission. Fired a salvo of 3 torpedoes at the NLL: first one had gyro problems and picked a course about 35 degrees to the left of where it should be heading. Second one was circle runner to the left. Third one was circle runner to the right and had depth keeping problems - went about 4m deeper than it should. That verifies new patches are working correctly Now time to disable them so I can continue development of the destroyed marks
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Old 05-01-13, 05:08 PM   #1763
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Originally Posted by TheDarkWraith View Post
Yes that means 50% Look at the date range.
circle runner chance 50% for all torpedoes from 01/01/1938 to 31/12/1949 .. at least it's weird.. what else could we expected of the devs, though?

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Rongel has been quiet lately, but I think we should send him a PM.
It would be fine .. because I decided to stop to edit files until we will get reasonable numbers..
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Old 05-01-13, 05:39 PM   #1764
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It would be fine .. because I decided to stop to edit files until we will get reasonable numbers..
Wise decision. Should I drop a note in Rongel's PM box, or you will do it yourself?
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Old 05-01-13, 05:52 PM   #1765
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Originally Posted by TheDarkWraith View Post
It's working good.
Yes, it's working...but good...way too good!
Working this way, in career i should be able to sink...1 boat per patrol! (and using deck gun! )

Looking at the different FX torp file % settings currently...and already found strange waves height settings for premature explosions...some are inversed, and some % seems way too high to me.
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Old 05-01-13, 06:04 PM   #1766
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Originally Posted by Fifi View Post
Yes, it's working...but good...way too good!
Working this way, in career i should be able to sink...1 boat per patrol! (and using deck gun! )

Looking at the different FX torp file % settings currently...and already found strange waves height settings for premature explosions...some are inversed, and some % seems way too high to me.
Fifi, this in not TDW's matter.

He has just given us the tool; now, setting more historical (or more user-friendly, according to everyone's taste) malfunction chances is on us
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Old 05-01-13, 06:16 PM   #1767
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Wise decision. Should I drop a note in Rongel's PM box, or you will do it yourself?
Yes, please .. send him a message with our last news

EDIT: I mean, you both have already discussed on this issue and would be better if you will write to him
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Old 05-01-13, 06:39 PM   #1768
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Yes, please .. send him a message with our last news

EDIT: I mean, you both have already discussed on this issue and would be better if you will write to him
Done!
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Old 05-01-13, 06:58 PM   #1769
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Originally Posted by gap View Post
Fifi, this in not TDW's matter.

He has just given us the tool; now, setting more historical (or more user-friendly, according to everyone's taste) malfunction chances is on us
Ok, i understand now. He is doing "only" the big job, and you are doing the fine tune to adjust it to gameplay
I always thought he was doing both

BTW, adjusting torp file, i think i solved my premature detonations in calm sea. I don't see them anymore as often as before.
I also had for first time some torpedo deviation
Still to adjust dud torp hitting 90°, and circling ones way too often...
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Old 05-02-13, 07:41 AM   #1770
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"Remove torpedo Dud reduce ability"

"Removes the increase torpedo max range ability"

"Remove the torpedo speed ability boost"

"Remove torpedo dud reduce ability"

This lines are to disable all abilities of the torpedo officer ?
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