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View Full Version : weird torpedo wake ?


keltos01
01-31-09, 02:44 PM
http://img407.imageshack.us/img407/6674/wakeli7.jpg (http://imageshack.us)
http://img407.imageshack.us/img407/wakeli7.jpg/1/w1024.png (http://g.imageshack.us/img407/wakeli7.jpg/1/)

all of a sudden I started getting this type of wake with the type 95 mod 1 and mod 2 ?

why ??

keltos

peabody
01-31-09, 03:23 PM
http://img407.imageshack.us/img407/6674/wakeli7.jpg (http://imageshack.us)
http://img407.imageshack.us/img407/wakeli7.jpg/1/w1024.png (http://g.imageshack.us/img407/wakeli7.jpg/1/)

all of a sudden I started getting this type of wake with the type 95 mod 1 and mod 2 ?

why ??

keltos

Is it one of those "Fat" torpedos?:rotfl:

Peabody

keltos01
01-31-09, 03:26 PM
right.. like that helps ! :woot:

no it's actually a TI at the base...

the mod (.dat, .sim and .zon checked)

http://files.filefront.com/v+35+IJN+torpedoesrar/;13156555;/fileinfo.html

keltos

Nisgeis
01-31-09, 03:52 PM
all of a sudden I started getting this type of wake with the type 95 mod 1 and mod 2 ?

why ??

Only you can answer that. At some point it must have worked, so the question is, what was it that you did that made it do that? If you don't know, then no one else does either. If you change one thing at a time and test it, you will know what is the cause of problems. If you change lots of things and then you get weird results, then the answer is that it was one of the lots of things you changed that caused it. Reverse every one of the lots of changes until it works properly and that's the problem.

Webster
01-31-09, 11:55 PM
when i see things like that it is usually a corruption in the game from forgetting to uninstall a mod somewhere along the line while you were making changes to your mod.

try replacing the data folder with a fresh back up copy and start again with the previous to last version of your mod and redo your last changes you made to it again.

Nisgeis
02-01-09, 03:34 AM
Good suggestion Webster, I've never had that happen, but have heard others with that problem. Thinking about this some more, if it isn't some sort of mod install problem, then I've really got no idea how that would happen. It looks like the torpedo has about 100 wakes... Actually as I type this, I notice that the wakes to the outer edges are faded - no what you'd expect if it was a genuine wake in the wrong place. I wonder if you have changed the wake graphic? Resized it in some way? Perhaps you have changed the particles file to emit a higher number of wakes? Have you seperated the wake for the torpedo and the periscope, if not, does the periscope have that same funny wake. If you have, do all the other torpedoes do this?

It's impossible to say for sure what the problem is, as only you know what you have changed. What have you changed to do with wakes?

keltos01
02-01-09, 04:32 AM
. I wonder if you have changed the wake graphic? Resized it in some way?

Perhaps you have changed the particles file to emit a higher number of wakes? Have you seperated the wake for the torpedo and the periscope, if not, does the periscope have that same funny wake. If you have, do all the other torpedoes do this?

It's impossible to say for sure what the problem is, as only you know what you have changed. What have you changed to do with wakes?

nothing at all : I just work on the torpedoes, the sim and the zon, never touched the wakes in my life !

Could you download the latest version (http://files.filefront.com/v+35+IJN+torpedoesrar/;13156555;/fileinfo.html ) and tell me if you have the problem too ?

I think jsgme leaves stuff hanging around sometimes...

keltos

skwasjer
02-01-09, 10:08 AM
Actually, 3 SH3 ShipWake controllers come with stock UBM (on the german torps)... ;)

[edit] But regarding the problem, I doubt it is related to JSGME in this case. It can't be responsible for a sudden change in how the torpedo wake looks. Something went fubar along the line of what you were doing. As suggested, track back your changes, and/or replace the wake controller of the problematic torp with one of another torpedo that works.

peabody
02-01-09, 02:18 PM
More information from testing:

The type 96 is also has the weird wake.
The newest Type 89 has no wake.

This a picture facing aft, immediately upon firing the forward tube with a Type 95 Mod1. The wake in front of the boat gradually develops, but the wake behind the sub appears immediately when the torp leaves the tube.

http://img76.imageshack.us/img76/711/torpwakehu3.jpg


I can't show it in this picture but the wake is moving, but not from the center. It is starting about the location of the red lines and moving in the direction of the arrow.

http://img515.imageshack.us/img515/3313/torpwake2wg3.jpg


Just to leave no stone unturned. I loaded only the torpedo mod and fired from a German sub instead of the Japanese ones and got the same results. (which is what i expected)

Maybe the extra info may help.

Peabody

Nisgeis
02-01-09, 05:24 PM
I just work on the torpedoes, the sim and the zon, never touched the wakes in my life !

You need to track down the person who is making changes to wakes on your PC then! Seriously, take the date that the problem started, then do a search under the /data/ directory for all files changes since that date and one of those will be your problem file.

Nisgeis
02-01-09, 05:26 PM
Peabody, what files are in the torpedo only mod? A lot, or only a few?

peabody
02-01-09, 05:40 PM
Peabody, what files are in the torpedo only mod? A lot, or only a few?
There are 11 torpedos. I found one problem, but not "the" problem. There are 3 Shipwakes in the val file which is not part of the Mod and therefore not linked because of the changed IDs. They are linked to the 3 torps that have the problem. I fixed that and the 3 torps now have an accurate wake AND a messed up wake. As you see in the pictures there is not a "Straight line" wake, that is in there now, but it also has the messed up wake too.
I have to leave for the rest of the night, so I will look more tomorrow. But at least I found part of the problem.
One thing I did find confusing is in the stock German files the .dat has a shipwake for all except the acoustic (naturally) and also these 3 messed up ones also have a shipwake in both the .dat and the .val. I compared all numbers in the shipwake values and did not find any differences. But I am in a rush, so I may have missed something.
But it does seem like a 'clue' that the only ones messed up are the 3 that have shipwakes in the .val.


Peabody

keltos01
02-02-09, 04:59 AM
There are 11 torpedos. I found one problem, but not "the" problem. There are 3 Shipwakes in the val file which is not part of the Mod
cause when I first started this mod last year I didn't know what it did... and I kindo forgot about it when I remapped the ids after version 3.4 in the hope of maybe later on making it stand alone, like our japanese deck gun.


and therefore not linked because of the changed IDs. They are linked to the 3 torps that have the problem. I fixed that and the 3 torps now have an accurate wake AND a messed up wake.
so we need to remove one ? one other thing I changed was the names in the .dat :

SH_Torpedo_G7a_TI type 95 mod 1 I added the part in bold letters to the name so as to be able to find my eggs...

maybe that caused the problem too ?

what I'd like, even for the boats actually, is to have the correct names in the .dat, but since I d'ont know all the files I would have to change , I never did that part..

As you see in the pictures there is not a "Straight line" wake, that is in there now, but it also has the messed up wake too.
I have to leave for the rest of the night, so I will look more tomorrow. But at least I found part of the problem.
thanks for that :up:
One thing I did find confusing is in the stock German files the .dat has a shipwake for all except the acoustic (naturally) and also these 3 messed up ones also have a shipwake in both the .dat and the .val. I compared all numbers in the shipwake values and did not find any differences. But I am in a rush, so I may have missed something.
I didn't change anything there, ever. I only modifed the .sim according to RL data and the .zon according to my excell file.
But it does seem like a 'clue' that the only ones messed up are the 3 that have shipwakes in the .val.

right, so here it goes for the wakes:

Type 89 being the equivalent of a mk10 pre-war, should have a wake.

Type 96 should have a small wake, being partly an air torpedo.

Type 95 mod 1 and 2 are oxygen torpedoes, so should leave no wake or a very very slight one, but I don't know if the game AI spotters would differenciate between slight and normal wake ? in that case, they shouldn't have any.


would it be possible to have 3 different type III torpedoes for instance with different .sim characteristics ? here I used the pre existing types because I didn't wanna have too many files to change and check, but my goal is to have torpedoes with the exact japanese name in all relevant files and stand alone (so as to keep the german ones for those playing the german side, but no doesn't matter cause they then wouldn't play the japanese one would they ?)

keltos


Peabody[/quote]

keltos01
02-02-09, 05:19 AM
http://img165.imageshack.us/img165/7439/type95wakemy1.jpg (http://imageshack.us)



I copied and pasted the wake node from the 3.4 type 95 torpedo to the 3.5 mod like Skwasjer suggested and here it goes in game : on single line wake !!!!

will check the others later

right :

http://img440.imageshack.us/img440/8808/95mod2and1lk7.jpg (http://imageshack.us)


the weird wake is the one from the type 95 mod 2 where I didn't change the wake controller, the small good wake coming from the sub is a type 95 mod 1 where I just copied pated the controller from the 3.4 mod.

here it is :

http://postdownload.filefront.com/13174263//8db15473f13a034266e254313b7e371cac4f923198895effb2 eb81d6d9b8826e0aa0acb983b3195c

keltos

keltos01
02-02-09, 11:20 AM
know issues : the early war type 89 has no wake and the Kaiten 2 doesn't yet have a dedicated model of its own.

all japanese submarine torpedoes available in this mod, including a couple experimental ones !

tested and they work now ! thanks peabody !

keltos

download link :

http://files.filefront.com/v+36+IJN+torpedoes+incl+2rar/;13185157;/fileinfo.html