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View Full Version : Torps running wide, any ideas?


Vannevar
05-26-08, 02:44 PM
Hi All,

Just need to pick the collective brain to see if what Im experiencing is something with an easy fix that Im missing, or actually a bug somewhere along the line.

Running 1.5 with PE3.3, RFB1.5 and RSRD on top.

The only change I've made is to undo RFB's hardwired difficulty settings - Im a casual gamer at the moment and just dont have time to do full manual targeting.

The game was playing great for a while, sank myself a heavy cruiser but ran out of time before I could end around for the other one, so saved the game . Returning to the game the next day, upon maneuvering into ideal attack positions, I'm finding that torps, all of them, are running about 30-40 degrees port of where they should be going.

Yep, the Position keeper is turned off, spread angle is at 0, yet no matter whether I use forward or aft tubes, the torps pick a track that is way off.

I thought they might have been actually running the mirror image of the correct track, so tested by maneuvering to 180 of the cruiser and firing a zero gyro angle straight to his stern, but nope, off go the torps at aprox 330.

Ive tried using the spread angle, the torps respond correctly to that, but bassed on their erroneous base track.

Has anyone come accross this before or knows of a fix? I have spent quite a while forum trawling but no luck, so if anyone can point me in the right direction, it would be very much apreciated.

Except by the crew on that second cruiser perhaps...

Cheers

Schroeder
05-26-08, 03:32 PM
I have the same problem with Mk 14s since I use RFB. Any fixes would be welcome.:-?

Vannevar
05-26-08, 03:34 PM
*Phew* So glad its not just me. :doh:

LukeFF
05-27-08, 01:25 AM
Still working on a fix for it...

Schroeder
05-27-08, 04:45 AM
The problem is that I use Sh IV 1.4. So I don't think I'll get a fix for the old RFB version...:dead:

Besides, I think I have found a solution. Using the Subschool torpedoattack mission I figured out that one has to add two additional knots to the targets speed (approached in a 90 degrees angel). So if one enters 10 knots into the TDC instead of the 8 knots the cruiser is actually running then it gets hit pretty exactly where one aimed at.

I already had to add 1 - 1,5 knots (depending on calm or heavy sea) to the Mk10 to make it hit in previous campaigns (without RFB). I think the Mk14 needs an additional 2-3 knots to hit its desired target.
I usually fire from a 90 degrees angel and a distance of less than 1000 yards.

But I only tested this briefly yesterday so this might not be accurate.

Fincuan
05-27-08, 05:17 AM
The problem is that I use Sh IV 1.4. So I don't think I'll get a fix for the old RFB version...:dead:

The problem the OP described is different than yours. It was introduced in the newest version of RFB, and makes the torpedos miss by a huge margin by making them go left(port) 30-40 degrees. It usually occurs after loading a career save, so you might not even see it in the Sub School missions.

Schroeder
05-27-08, 06:23 AM
Odd. As I said I have pretty much the same problem using RFB 031408. I think I also loaded a savegame and when I fired, the torps went way off to the port (that's why I tried to increase the speed setting for the TDC).

But you are right, I think in the subschool mission the torpedos didn't miss by such a big angel as they did out on patrol...

I'll have to test this further with ships coming from starboard.:-?

Fincuan
05-27-08, 06:34 AM
Odd. As I said I have pretty much the same problem using RFB 031408.

Come to think of it, I also remember people reporting this a few months back. At that time I was only running TMO, so it's entirely possible I just overlooked the whole thing because it didn't happen with TMO. It seems though that the problem is now a lot more commong than before.

Vannevar
05-27-08, 07:34 AM
Still working on a fix for it...

Good to hear that its been noticed and on the proverbial drawing board. Thanks for all your team's hard work.

Schroeder
05-27-08, 01:56 PM
O.K. I tested it now and Fincuan is right. This problem appears only after loading a save-game.

Is there a way one can remove the torpedo affecting data from RFB but keep the rest? It would be very sad if I had to give up this great mod because of this.:damn:

Schroeder
05-28-08, 04:31 PM
O.K., I found a provisional solution. I deinstalled RFB and removed the torpedo_US.sim and torpedo_US.zon files from its library directory. After that I reinstalled RFB and the problem did not appear again so far. (But make a backup copy of the files since I have only tested this during one patrol and I'm not really a modder...)

LukeFF
05-28-08, 04:35 PM
The fix for this has been found and solved. Look for a new RFB release shortly.

Vannevar
05-29-08, 10:09 AM
That was fast, thought SH4 was going to be in dry dock for a while. Thanks again to you and the team.

[PS: Say, don't suppose you've thought of adding a feature involving crashing into underwater rocks, getting towed 4,000 miles back to San Fran, then facing court martial? Perhaps a negative compartmental ability for a navigator... :doh: ]

Wilcke
05-29-08, 10:59 AM
RFB 1.5 05282008 is up and ready for download. Go get it.