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View Full Version : Can i unspend crew points? My torpedos are porked.


gutted
03-15-10, 08:17 AM
I spent all my my crew points, and i didn't realize that one of the passive torpedo man abilities (Warhead Specialist) will make your torpedo go faster. The tooltip for it says Increased RANGE & damage.. not increased SPEED & damage. Yet when you expand the torpedo man and look at the efficiency for this skill.. it indeed says speed & damage.

Naturally, if the torpedo is doing some unlisted speed the TDC solution will be wrong. Thats why i never used the Pre-Heat ability. But I was wondering why near perfect solutions were missing in front of my target when i was at longer ranges. Turned out it was a freaking passive ability screwing me. :damn:


Just for kicks, i decided to test it out last time i left port. I timed them to 1000m and got a rough esitmate of the speed.

With all possible points in Warhead specialist and Pre-Heat spent:
--------------------------
TI G7a on fast setting (listed @ 44kts)
Preheat Off = 47kts
Preheat On = 54kts
--------------------------
TII G7e (listed @ 28kts)
Preheat Off = 34kts
Preheat On = 30kts (wtf... slower?)


I didn't really want to start a new campaign and earn points to test the pre-heat's affect with no points spent in warhead specialist. but i guess it would scale about the same.

So again, is there anyway to "unspend" points?

Therion_Prime
03-15-10, 08:38 AM
I am interested in this, too.

kylania
03-15-10, 08:42 AM
Could probably edit one of your career files maybe?

gutted
03-15-10, 08:49 AM
I just did the test that proves its fuxed.

I started a new career & Did the tuturial to get some points. Then while sitting in the pen at kiel, i set up a solution using the TDC dials mod. Then using the 360 bearing ring mod, i positioned my scope so that the torpedo path line was down the 10 degree bearing.

Without leaving the UZO, I opened the crew screen and spent my points in both Warhead specialist and preheat. Upon exiting the crew screen, the torpedo path line did not change to reflect the new torpedo speed. I turned on Pre-Heat, and again, the TDC still had the torpedo solution at the 10 degree bearing.


So there it is. Both abilities make your fish go faster, but the TDC doesn't know about it.

:damn:

Baleur
03-15-10, 09:10 AM
Also noticed this now. Thats bull****. Pretty much ruins my manual tdc fun in my campaign, essentially impossible to play unless you just go close with auto-tdc all the time.

I was really starting to learn how to use the tdc and junk, and this bug laughs in my face.

SteamWake
03-15-10, 09:15 AM
Wait a minute 'pre heat' makes steam torps faster? :haha:

ironkross
03-15-10, 09:22 AM
How are the points doled out? I got 20 on beginning my first campaign and only 3 the next. Both times I sank the req. number of ships in Polish waters.

gutted
03-15-10, 09:29 AM
Wait a minute 'pre heat' makes steam torps faster? :haha:

Yeah LOL, and it made my electrics go slower (with the other passive ablity maxed).

raziel08
03-15-10, 09:30 AM
all the passive abilities are working correctly!!!
the problem comes with the preheat ability because the game does not update your targeting.

the devs did a very poor job with the preheat ability. neither does it fit reality, nor does it fit the description given to you.

for more accurate information look at my ability list. do not depend on the ingame descriptions or your knowledge of reality as this game is not a simulator anymore:
http://www.subsim.com/radioroom/showthread.php?t=164712

edit: in fact preheat makes your torpedoes !slower! by every level. you can counter this by the passive abilities but they are 10% speed still off in the end. they only way i find to circumvent this bug is to upgrade preheat to lvl2 only, and the passive torpedo ability to level 5.

that would result in -20%+20%=0% speed increase

then you would have normal torpedo speed with 70% damage increase.

SteamWake
03-15-10, 09:34 AM
How are the points doled out? I got 20 on beginning my first campaign and only 3 the next. Both times I sank the req. number of ships in Polish waters.

If you do the 'tutorial' you get about a dozen points from that for your first patrol :03:

SteamWake
03-15-10, 09:35 AM
all the passive abilities are working correctly!!!
the problem comes with the preheat ability because the game does not update your targeting.

From what I understand the passive abilities are altering the torpedoes performance with no input to the TDC causing good solutions to miss.

gutted
03-15-10, 09:38 AM
Warhead specialist passive ablitiy increases speed too without the TDC knowing about it. says it right there in your list.

what game file did you pull that from.. i've a bunch of 0's i need to add to it.

gutted
03-15-10, 09:44 AM
According to your list...
if i put 5 points in warhead specialist.. and 2 points in preheat. I can cancel out the speed increase (+20% / -20%) if i turn on preheat. What i end up with is a 70% damage increase LOLZ.

will have to try that out when i get a chance.

Dowly
03-15-10, 09:47 AM
This just might have some truth to it. I have few passive thingies added to the torpedo guy and I have seen some of my shots miss by the bow of the target.

Just and example:

I intend to fire two torpedoes to the same ship, I aim the first to around midship and the second just aft of the first one. The first misses by the bow, the second hits to the bow area.

:hmmm:

reaper7
03-15-10, 09:55 AM
Is there a config file anywhere that we can edit to bring torps back to default setting? My abilities information for some reason come up in german so I had no idea that upgrading them was increasing the speed.
That is just another reason getting good hits seems impossible.

gutted
03-15-10, 10:03 AM
What the hell.

according to your list:
2 points in pre-heat is -20% speed/+50% damage.
5 points in warhead is +20% speed/+20% damage

Loaded up my torpedo test mission to see if they would cancel each other out, but it was still 4kts too fast (TI @ fast setting)

raziel08
03-15-10, 10:08 AM
i am pretty sure that the passive abilities are working.
what i did:
preheat lvl 2
warhead specialist lvl5
overcharge lvl3

i fire from very far distances. i managed to get direct hits at 7,7km/4,78miles target distance and beyond, 10knots target speed using manual tdc.
dont you think i would miss, even if just a bit was incorrectly at that range?

edit: as i my recall, i may have used battlestations which sould boost your passive abilites by 30%. but i do not know for sure

gutted
03-15-10, 10:11 AM
what file did you get that info from?

I need to go through it with an eraser :D

raziel08
03-15-10, 10:18 AM
Silent Hunter 5\data\UPCDataGE\UPCCrewData\SpecialAbilities.upc

open it with notepad or similiar. scroll down half the text. dont erase anything there, could mess up your game. i already tried that. but you can alter or nullify the values and attributes.

gutted
03-15-10, 10:42 AM
I changed the offending values to 1, and with both ablitlies maxed:

I'm getting the listed speeds now. with both abilities active.


weeeeee!

Dowly
03-15-10, 10:42 AM
Could you try the passive abilities aswell by changing the ability values to 0?

gutted
03-15-10, 10:45 AM
since you posted so quick.. i just updated my report.

The speeds seem to be correct now even with the passive ability now (though i only tested the TI).


note:
I dont recommend settting it to 0. If the game is multiplying these you'll get 0 speed. use 1 instead. but go ahead and try if you want.

raziel08
03-15-10, 10:51 AM
i replaced torpedospeed with torpedorange. set it to 1, and voila bug fixed and closer to reality:yeah:

Dowly
03-15-10, 10:53 AM
The numbers are increase in percentage. So, 0 should mean 0 increase per new rank to a passive ability. :hmmm:

Tried launching a torp with 0 settings and the speed wasn't zero. :yeah:

gutted
03-15-10, 10:54 AM
Tested the TII, im getting 29kts not 28, but it could just be error in my not so scientific method. It's alot closer than it was before.


Soooo.. somebody feel free to make a mod out of this.

gutted
03-15-10, 10:55 AM
The numbers are increase in percentage. So, 0 should mean 0 increase per new rank to a passive ability. :hmmm:

Tried launching a torp with 0 settings and the speed wasn't zero. :yeah:


ahh cool. i was afraid to try. maybe that 29kt TII will be 28kts @ 0

reaper7
03-15-10, 11:53 AM
Thanks for this guys. Have edited the file, hopefully this will be one less error creeping into my solutions. :yeah:

Baleur
03-15-10, 12:05 PM
Soooo.. somebody feel free to make a mod out of this.

I would kiss whoever does that!

gutted
03-15-10, 12:06 PM
I would kiss whoever does that!

well that settles it.. im not doing it. :D

Bilge_Rat
03-15-10, 12:14 PM
I spent all my my crew points, and i didn't realize that one of the passive torpedo man abilities (Warhead Specialist) will make your torpedo go faster. The tooltip for it says Increased RANGE & damage.. not increased SPEED & damage. Yet when you expand the torpedo man and look at the efficiency for this skill.. it indeed says speed & damage.

Naturally, if the torpedo is doing some unlisted speed the TDC solution will be wrong. Thats why i never used the Pre-Heat ability. But I was wondering why near perfect solutions were missing in front of my target when i was at longer ranges. Turned out it was a freaking passive ability screwing me. :damn:


Just for kicks, i decided to test it out last time i left port. I timed them to 1000m and got a rough esitmate of the speed.

With all possible points in Warhead specialist and Pre-Heat spent:
--------------------------
TI G7a on fast setting (listed @ 44kts)
Preheat Off = 47kts
Preheat On = 54kts
--------------------------
TII G7e (listed @ 28kts)
Preheat Off = 34kts
Preheat On = 30kts (wtf... slower?)


I didn't really want to start a new campaign and earn points to test the pre-heat's affect with no points spent in warhead specialist. but i guess it would scale about the same.

So again, is there anyway to "unspend" points?

there may be an issue with the max range/speed settings. In real life, the pre-heated T2 electric would run at max 5,000 meters/30 knots and the non pre-heated at max 3,000 meters/28 knots:


http://www.uboat.net/technical/torpedoes.htm

Georg_Unterberg
03-15-10, 07:09 PM
i replaced torpedospeed with torpedorange. set it to 1, and voila bug fixed and closer to reality:yeah:

Please, can you give us more details what values we must change in the specialabilities file?

This is essential for game play, it's a must-have bugfix!

Erik the Black
03-15-10, 07:50 PM
I was having the same issue. I purposely skipped the pre-heat ability and just stuck all my points in passive, and all my torpedoes were passing a ship length ahead of my target's amidships. I have had to use auto-TDC, and it works well with matching up the numbers, but manual TDC is screwed.

raziel08
03-15-10, 08:25 PM
hmm, since so many people suffer from this bugged morale system im going to release a quickfix for that tomorrow. have already done that for myself anyway.

vivieehk
03-15-10, 08:44 PM
i also recogize this problem....really hell
it seems the torpedos will be 2-2.5knot faster

i always reduce the target speed 2knot, then it will be just fit :arrgh!:

krupp_88mm
03-15-10, 08:47 PM
hmm, since so many people suffer from this bugged morale system im going to release a quickfix for that tomorrow. have already done that for myself anyway. too slow lazy butt

http://www.mediafire.com/?nwanztmqeng
torp + moral fix

torp speed bonus' (passive and (-)active) GOODBYE..

moral mod compatible,, just load moral mod first then load this piece of crap


http://www.mediafire.com/?njziqnngvzl
longer leveling+ torp fix + moral fix

roughly 3x longer leveling.. the rest is same as above

http://www.mediafire.com/?udtmamu0qkh
vanilla torp fix.. (straight up vanilla game file (1.1.5) (not moral mod compatible)) (ignore the readme i forgot to change it in my frustrations)

http://www.mediafire.com/?mgnl2gggztz
vanilla torp fix + longer leveling (straight up vanilla game file (1.1.5) (not moral mod compatible)) (ignore the readme i forgot to change it in my frustrations)

torp fix removes all speed, vanilla does not mess with the morale parameters, moral fix changers most to 0 so crew listens to you

longer leveling changes the points need to buy skills form 1 to 2,3,4,5 ect.. i tried to please everyone pick your poison

Baleur
03-16-10, 06:23 AM
well that settles it.. im not doing it. :D
Did it myself anyway :D
yay i figured it our lol :salute: