View Full Version : [Bug] Super Fast Torpedoes
After playing for an hour or two my torpedoes will get super fast. I just took a shot at a Nippon Maru at 4420 yards the attack map and my stopwatch give the impact time at 38 seconds. That's a torpedo speed of ~240mph. (I'm too lazy to convert into knots)
I'm in September '43 with all realism on except for No Map contact update and Manual TDC. The only way to reset the torpedo speed to normal is to exit out of the game and start it back up.
Has anyone else experienced this issue? Is it a known issue with a patch? It's honestly not that big a deal it just kills the immersion factor.
Etienne
03-31-09, 11:51 PM
First off, if this is a bug, it is the most awesome bug ever. Supercavitating Mk 14 FTW. :rotfl:
Have you followed the torpedoes on the plotting map? Sometime the chronometer will show a couple minutes plus whatever seconds, but the minute hand can be hard to distinguish.
I originally noticed the issue last night when I took a shot at a tanker ~1500 yards away and before I even finished cycling to tube 2 my fish hit. The animation left by the torpedo wake is also absurdly fast.
I believe the times I gave in the original post are actually slower than what I was seeing yesterday. The time to impact shown on the stopwatch is accurate. I put four fish into the side of the target and they all hit in less than 40 seconds. I've watched them on the plotting map as well as on through the periscope.
I'm trying to figure out a way to reliably replicate the issue.
neosnk35
04-01-09, 03:46 AM
I'm trying to figure out a way to reliably replicate the issue.
s3d is the answer to that..
but seriously didnt see something like that... but with my tweaked torpedoes theres a lot of that
SteamWake
04-01-09, 09:35 AM
You sure it wasent a minute 40 seconds?
Did they hit another / closer target?
Been around this game a long time and never heard this one before.
"Been trying hard to replicate the problem" well if its so hard to repeat its not much of a problem then is it?
Honestly never heard this one you sure that you did your math right? Perhaps the target was alot closer than you thought.
I'm trying to reliably replicate the problem so I can determine the cause. I've managed to get it to happen twice in two different nights. I'm just not sure what I am doing that is causing the issue to appear.
I was firing at a single target with no other ships between the target and myself. The target was at 4420 yards away and all four fish took ~38 seconds to cover the distance.
Even if I read the time wrong and it took 1min 40 seconds that means that the fish were traveling at ~90mph.
Mr. Samsa
04-02-09, 04:07 AM
One I have the same problem as you, but i dont think it will matter how long my game has been running.
I refitted my sub after completing a few patrols, sent a status report, and moved towards my next objective with no troubles. I happened across a T3 that was crossing my plotted course and couldnt resist attacking. I placed the tanker in my sights and stopped the engines, opened up the tube, waited a moment, then fired and to my amazement the torpedo started moving insanely fast. The tanker was almost at the maximum range of the steam powered torps, 11000 range or so and it struck the tanker in about 2 seconds. :doh:
These torpedoes move so fast i cant even keep up with them on the external camera view, I have to pause it and catch up! On the targetting computer/map it clearly shows that I dont have to lead the target at all, the torpedoes are so damn fast no matter how far the ship is from me its simply aim and fire. Imagine the torps are behaving like bullets i suppose.
If i dont change the pistol setting the torpedoes almost always prematurly explode from the excessive speed and ladder and acoustic torps simply cant cope. Its only happened once when i played for around 5 hours strait and seems to have started after I recruited a torpedo expert and awarded medals to him (I think i even gave him a knights cross b4 I even took him out on a mission). Also its like the torpedoes have nuclear warheads because every ship i have hit with these "super torpedoes" explodes more violently than i have ever seen.
It could just be the torpedo expert doing his job damage wise, but the speed is just insane. Ill see if it happens again next time I play.
Morpheus
04-02-09, 11:09 AM
will time compression be set to normal when firing a torpedo?
not sure, since i dont use it when in battle
Etienne
04-02-09, 03:10 PM
will time compression be set to normal when firing a torpedo?
not sure, since i dont use it when in battle
From my thorough expreriments in hitting "enter" at the wrong moment, I'd have to say no.
SteamWake
04-02-09, 04:46 PM
maybe it has to do with firing at ridiculous ranges lime 11,000 yards.
been around here a long time and never heard this one before.
Etienne
04-02-09, 06:49 PM
maybe it has to do with firing at ridiculous ranges lime 11,000 yards.
Hey, don't knock it, I sank a Large Old Pax carrier the other day at something like 12000, using the hydrogen peroxide torpedoes.
I love it when they go in a straight line :-D
Webster
04-02-09, 09:13 PM
will time compression be set to normal when firing a torpedo?
not sure, since i dont use it when in battle
no, time compression wont reset to normal when you fire a torp which may be the problem.
MonTana_Prussian
04-02-09, 09:15 PM
I've been playing this game a long time,and have never had this happen.
Wierd.
Mr. Samsa
04-03-09, 12:14 AM
One, I agree with you now that it is a time related bug however im almost positive you need a torpedo expert (passive ability) for it to happen. I started playing again and began to notice my torpedoes moving quicker than they should after about 3 hours of play and 4 savegame loads, but nothing like the last time it happend to me, those were like underwater bullets.
Steamwake long range shots seem just as good as close range, as long as you stop the sub and open the tube your firing from b4 you shoot the torpedo. Then again i use alot of the options like auto target so what do i know?
SteamWake
04-03-09, 08:41 AM
One, I agree with you now that it is a time related bug however im almost positive you need a torpedo expert (passive ability) for it to happen. I started playing again and began to notice my torpedoes moving quicker than they should after about 3 hours of play and 4 savegame loads, but nothing like the last time it happend to me, those were like underwater bullets.
Steamwake long range shots seem just as good as close range, as long as you stop the sub and open the tube your firing from b4 you shoot the torpedo. Then again i use alot of the options like auto target so what do i know?
Ah well thats cool. Trying to get a 'solid' solution from that far off is a bit difficult. The slightest error and you miss by 20 yards or more. :yep:
Maybe Im a bit conservative when it comes to taking shots from long range but thats just me.
One, I agree with you now that it is a time related bug however im almost positive you need a torpedo expert (passive ability) for it to happen. I started playing again and began to notice my torpedoes moving quicker than they should after about 3 hours of play and 4 savegame loads, but nothing like the last time it happend to me, those were like underwater bullets.
Steamwake long range shots seem just as good as close range, as long as you stop the sub and open the tube your firing from b4 you shoot the torpedo. Then again i use alot of the options like auto target so what do i know?
Hey Samsa I think you are right that it has something to do with having a Torpedo expert as a member of your crew.
I think the other element is related to loading saved games. If I load a number of saved games, more than 7 or so, I'm able to get my torpedo speed to increase. As you've noted the speed increase is not fixed. If I do I load a large number of saves during a single session I'm able to increase the torpedo speed to a ludicrous velocity.
My best guess is that during a load the torpedo speed is not getting reset back to the default value. I also suspect that the passive torpedo speed increase is a percentage versus a flat speed increase.
Again, this is just speculation. I'm not sure if it's playing a really long time during a single session or it has something to do with loading multiple saves.
peabody
04-05-09, 10:02 PM
Steamwake long range shots seem just as good as close range, as long as you stop the sub and open the tube your firing from b4 you shoot the torpedo. Then again i use alot of the options like auto target so what do i know?
Welcome, I don't know if you are new to the game or just new to the forum, but stopping the sub does not stop Time compression. Getting a contact slows the Time Compression the X8 not x1. So you might want to check the TC and see if it is 1.
I as well as the others that posted have never seen or heard of this before and if you are a X8 and a torp that goes 30knots, that is very close to the figure you give in your first post, a bit over 240mph.
Peabody
@Peabody This bug has nothing to do with time compression. As stated in the first post the issue was originally noticed because the in-game time to target value was displaying an abnormally low figure. Time compression does not effect this in game value.
@Samsa
Ok, I ran some tests and the trigger is definitely related to loading saves. I'm not sure what the other contributing factors are and I think you are correct about the passive torpedo ability. I set up a save during a campaign in a harbor. My target was a Akita Maru that was 8957 yards away. I set up the shot and waited until I was DIW. It takes a long time before all your motion stops. I waited until my range from target stopped changing. I saved the game and checked the attack map for the time to target calculation. I fired, waited for the torpedo to hit, then loaded the save. The first column is the load #, the second column is the time to target as shown on the attack map, third column is approximate speed in knots.
Load 1 5:55 44.84
Load 2 5:55 44.84
Load 3 4:06 64.71
Load 4 2:51 93.10
Load 5 1:59 133.79
Load 6 1:23 191.81
Load 7 :57 279.31
Load 8 :40 398.02
Load 9 :27 589.65
On Load 9 the first shot prematured almost immediately. I cycled to tube 2 and it dropped the time down to 19 seconds. I cycled through the rest of the tubes and the time wouldn't come down any further.
Work Around 1 [Tested: Works] - If you have to reload a save then exit out of the game completely.
Work Around 2 [Untested] - Remove all crew members that have the passive torpedo speed increase ability.
Work Around 3 [Untested] - Manually remove the passive torpedo speed increase ability from a .cfg file. (Assuming that this is a configuration based option.)
Rockin Robbins
04-06-09, 09:44 AM
Man I hate these special abilities! All those guys get thrown overboard on my boats. :haha:
NEON DEON
04-09-09, 11:40 PM
@Peabody This bug has nothing to do with time compression. As stated in the first post the issue was originally noticed because the in-game time to target value was displaying an abnormally low figure. Time compression does not effect this in game value.
@Samsa
Ok, I ran some tests and the trigger is definitely related to loading saves. I'm not sure what the other contributing factors are and I think you are correct about the passive torpedo ability. I set up a save during a campaign in a harbor. My target was a Akita Maru that was 8957 yards away. I set up the shot and waited until I was DIW. It takes a long time before all your motion stops. I waited until my range from target stopped changing. I saved the game and checked the attack map for the time to target calculation. I fired, waited for the torpedo to hit, then loaded the save. The first column is the load #, the second column is the time to target as shown on the attack map, third column is approximate speed in knots.
Load 1 5:55 44.84
Load 2 5:55 44.84
Load 3 4:06 64.71
Load 4 2:51 93.10
Load 5 1:59 133.79
Load 6 1:23 191.81
Load 7 :57 279.31
Load 8 :40 398.02
Load 9 :27 589.65
On Load 9 the first shot prematured almost immediately. I cycled to tube 2 and it dropped the time down to 19 seconds. I cycled through the rest of the tubes and the time wouldn't come down any further.
Work Around 1 [Tested: Works] - If you have to reload a save then exit out of the game completely.
Work Around 2 [Untested] - Remove all crew members that have the passive torpedo speed increase ability.
Work Around 3 [Untested] - Manually remove the passive torpedo speed increase ability from a .cfg file. (Assuming that this is a configuration based option.)
What version and mods are you playing with again?
Mr. Samsa
04-28-09, 04:40 AM
I know this is an old post now but ive been out of the game for a while and decided to get back to it.
Im running SH4 with the U boat expansion and the 1.5 patch I believe. I only use visual mods.
Im 99% sure its the torpedo experts fault.
One really did all the work by actually testing and I just tried it again myself with & without the torpedo expert. One is spot on I think. Seems like the torpedo guys skills are being multiplied every time you load a save game.
NEON DEON
04-29-09, 12:41 PM
I know this is an old post now but ive been out of the game for a while and decided to get back to it.
Im running SH4 with the U boat expansion and the 1.5 patch I believe. I only use visual mods.
Im 99% sure its the torpedo experts fault.
One really did all the work by actually testing and I just tried it again myself with & without the torpedo expert. One is spot on I think. Seems like the torpedo guys skills are being multiplied every time you load a save game.
Hi Samsa,
Just one expert causes it?
Mr. Samsa
05-02-09, 01:34 AM
Hi Samsa,
Just one expert causes it? As far as i can tell, yes.
I have been wondering if the theoreticians have anything to do with it since I have 2 on my sub. I would get rid of one but i have grown attached to the bugger.
Armistead
05-02-09, 03:07 AM
I usually throw the special guys overboard. I had the bug juice torpedo guy....what a joke. I watch my torps take off like rockets.
We left him on the deck during a depth charge and killed him.
Another reason to throw these guys overboard. Only thing I don't like when your long term crew members get special abilities. It cost to replace them.
Mr. Samsa
05-02-09, 11:27 PM
Ive grown too fond of my crew members to kill them off :/
Since I know its the torpedo expert now i still cant bring myself to get rid of him and have instead started to not loads games as much when im unsatisfied with with a convoy attack or something. It has turned out to be a plus+ since i challenge myself more not to **** up and even when i do im having fun using the emergency maneuvers. I forget the point of playing games sometimes lol.
Stealhead
05-03-09, 12:21 AM
I belive that the theroictian just makes the entire crew when at general quarters or the area he is in under normal times gain more experiance I dont think they have a direct improving effect they just make the crew "learn" more than they would if he was not there.I have never seen the toprs go crazy fast with the torpedo expert myself I bet it is some sort of rare bug or at least it does not happen all the time. In fact I did not really see any notiable change with a torpedo expert once maybe they where a little faster or something but it was nothing really apples and oranges in fact come to think of it i have never really seen any truly worthy change between an "expert" and normal crewman. that is why I flyself never take them form the rosters in port they dont seem to be worth the renown to me.
Armistead
05-03-09, 01:22 AM
oh they give you quite an advantage. You get a few different torp specialist, but it's the one that's been making hooch juice that is the problem. With him active torps go about 50mph or more.
Stealhead
05-03-09, 10:57 AM
Well not for me. But like some others have said before I have a feeling that SH4 and Mods will behave very diffrently from PC to PC in this case Id have to agree as with a torpedo expert i have never seen the torpedo speed boost that much at all maybe a few extra knots is what they will give me. Not to say they dont go super fast for you or someone else but for me no. Just proof to me that this game can vary a bit from machine to machine. The basicc of the game may stay the same but there seems to be lots of variables as to a great many things in the game form machine to machine.Also 50mph is about 46knts or the standard speed of the mk.14 mk.23 and mk.16.
uusmario
05-03-09, 05:54 PM
Active abilitys are restored after every load.
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