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Old 07-15-17, 12:55 AM   #1
suitednate
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Default Enemy SET-65s seem to be wire guided?

Couple things......

First, I tend to see incoming enemy torpedoes visually in the water from a distance before I see them on the map. Is this the way it's meant to be? Seems kinda cheesy. Feel I should only be able to see what my sonar people hear.

Second, I'm playing in the '68 campaign and these enemy torpedoes seem to be following me when I change course to avoid their base course and then acquisition cone before they go active. I thought SET-65s weren't wire-guided? But they ARE behaving like wire guided torpedoes!!

Thoughts anyone?
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Old 07-15-17, 01:19 AM   #2
ChaosphereIX
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if they are changing course after the initial shot, it is a bug

in the game file, its says WireGuided=FALSE
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Old 07-15-17, 01:56 AM   #3
The Bandit
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I've noticed this as well that the torpedoes are maneuvering. The only way this can be rationalized is that they may be using some kind of active / passive mode where by after transiting to activation point, it starts seeking passively before kicking into active for terminal homing. What kind of shoots this idea down is, I don't see it running a snake pattern, it runs straight and adapts to movements I make.

I'm not sure about wire-guidance though because I've seen this behavior from torps shot from subs that are running away (assuming AI units can lose their wires too?) or even dead.
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Old 07-15-17, 02:28 AM   #4
Julhelm
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It's a bug alright.
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Old 07-15-17, 06:22 AM   #5
suitednate
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Quote:
Originally Posted by The Bandit View Post
I've noticed this as well that the torpedoes are maneuvering. The only way this can be rationalized is that they may be using some kind of active / passive mode where by after transiting to activation point, it starts seeking passively before kicking into active for terminal homing. What kind of shoots this idea down is, I don't see it running a snake pattern, it runs straight and adapts to movements I make.

I'm not sure about wire-guidance though because I've seen this behavior from torps shot from subs that are running away (assuming AI units can lose their wires too?) or even dead.
exactly, yeah it runs straight and adapts to movements I make, BEFORE it goes active.
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Old 07-15-17, 06:23 AM   #6
suitednate
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Quote:
Originally Posted by Julhelm View Post
It's a bug alright.
Ok well it's great we identified this. Will it be fixed in the next patch?

Also, are we supposed to see torpedoes visually before we see them on the map?
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Old 07-15-17, 06:31 AM   #7
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Quote:
Originally Posted by suitednate View Post
Ok well it's great we identified this. Will it be fixed in the next patch?
They're already working on 1.06, and that seems to be the case.

Quote:
Version 1.06
In Progress

General
Added wireBreakOnLaunchProbability=0.1 to weapons.txt
Added wireBreakThreshold=30 to weapons.txt (2x speed + planes angle - 30) / 50 every 6 seconds


Combat
Recognition manual "tons" now uses dictionary
Fixed errors with reloading if greater than 6 tubes on submarine
Torpedo tubes can no longer jam on firing
Active and passive torpedoes no longer home on sinking/sunk vessels
Terrain chunks are now always drawn near player submarine regardless of camera position
Fixed a bug where non-wire guided torpedoes could be wire guided by AI submarines
Improved/fixed AI depth keeping to prevent submarines from hitting seabed or going below crush depth


Campaign
Fixed broken INSERTION and LAND_STRIKE missions which caused Action Report bug
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Old 07-15-17, 07:14 AM   #8
suitednate
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Quote:
Originally Posted by Shadow View Post
They're already working on 1.06, and that seems to be the case.
What about wire-breaks on launch in '68? I get a lot of these even when going 5 knots and shooting straight ahead. I guess this could be legit because I thought I read that the 68 subs could only shoot a limited amount of wire guided torps at one time? Or only had a limited amount of wire-guidance kits?

I just would like to know what guidelines to go by. Helps with tactics and attack planning.
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Old 07-15-17, 07:29 AM   #9
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Quote:
Originally Posted by suitednate View Post
What about wire-breaks on launch in '68? I get a lot of these even when going 5 knots and shooting straight ahead. I guess this could be legit because I thought I read that the 68 subs could only shoot a limited amount of wire guided torps at one time? Or only had a limited amount of wire-guidance kits?

I just would like to know what guidelines to go by. Helps with tactics and attack planning.
The Skipjack can only maintain a single wire at a time, so if you fire additional wire-guided torpedoes, their wires will automatically break.

As far as the other 1968 subs are concerned, the Permit and the Sturgeon can maintain two simultaneous wires.
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Old 07-15-17, 09:30 AM   #10
Kazuaki Shimazaki II
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Quote:
Originally Posted by Shadow View Post
Torpedo tubes can no longer jam on firing
Oh, so we can fire at flank speed now?
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Old 07-15-17, 11:56 AM   #11
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Quote:
Originally Posted by Kazuaki Shimazaki II View Post
Oh, so we can fire at flank speed now?
Hopefully not? The Mk 48 wouldn't present any problems, technically, but imagine firing an Mk 37 at 25+ knots...

I'd rather we got a warning that "we can't fire at this speed", like when trying to fire Mk 16s or missiles when your boat's too deep.
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Old 07-15-17, 12:21 PM   #12
The Bandit
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Quote:
Originally Posted by Shadow View Post
Hopefully not? The Mk 48 wouldn't present any problems, technically, but imagine firing an Mk 37 at 25+ knots...

I'd rather we got a warning that "we can't fire at this speed", like when trying to fire Mk 16s or missiles when your boat's too deep.
Just being pedantic here but I think it would be cool to have both a la Tupolev in Red October "No captain, we can't do that!" (Does it anyways) "You arrogant ass, you've killed US!"
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Old 07-15-17, 12:37 PM   #13
suitednate
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Quote:
Originally Posted by Shadow View Post
The Skipjack can only maintain a single wire at a time, so if you fire additional wire-guided torpedoes, their wires will automatically break.

As far as the other 1968 subs are concerned, the Permit and the Sturgeon can maintain two simultaneous wires.
Thanks for the info. Does it matter which tubes they are fired from to get 2 wires at the same time?
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Old 07-15-17, 12:40 PM   #14
suitednate
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Quote:
Originally Posted by Shadow View Post
Hopefully not? The Mk 48 wouldn't present any problems, technically, but imagine firing an Mk 37 at 25+ knots...

I'd rather we got a warning that "we can't fire at this speed", like when trying to fire Mk 16s or missiles when your boat's too deep.
Well I think this will just result in a lot of self kills. The swim-out speed of the mk37 is only 16 knots anyways. I've killed myself with these things by going 20 knots and forgetting to slow down. Wasn't even turning. All of a sudden.....explosion at the bow. Although if the game modeled safeties this wouldn't be an issue but it's not that big of a deal with me.
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Old 07-16-17, 03:22 AM   #15
JhonSilver
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Quote:
Originally Posted by Julhelm View Post
It's a bug
Add this to weapons.txt

WeaponObjectReference=wp_set-65
.....
WireGuided=TRUE
WireBreakOnLaunchProbability=0.99
WireBreakSpeedThreshold=1
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