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View Full Version : Torpedo Detonator is Broken


ottos
04-17-10, 12:09 PM
Hello captains,

Firstly, please forgive me if this issue is not suit for this forum.

I have confidence about the issue that SH5's Torpedo Detonator is broken.
So, I have contacted UBI's tech support during about a month, but their final answer is
"Unfortunately we have no further information on the issues. Another patch is due out for the game but we do not have an ETA. I'd suggest posting the feedback on our forums." ┐(゚_゚)┌

Then, could you try examine attached file and report your result?
http://www.mediafire.com/?eylzeyttkaw
These two files change G7a T-I torpedo's pistol value, angle(0-90) and dud chance (99.9, 0.1).
http://i7.photobucket.com/albums/y260/pottos/T1_Torpedo_test.jpg
Logically, One should explode 99.9%, and Another should make dud 99.9% with any kind of hitting angle.( with pistol detonator )

I guess this issue affect mag detonator too. (cf.http://www.subsim.com/radioroom/showthread.php?t=166310)

Can you see torpedo dud?

p.s.
I sent this attached file to UBI, long time ago....

////edit/////
In order to simplify a comlicated story,
Please focus on only MALFUNCTION of DIRECT CONTACT with pistol detonator in this thread.
and please except cases about premature explosion and mag detonator's malfunction and so on.
thank you for your cooperate.

p.s.
I add the very simple SingleMission file, so please try it and report it..

cothyso
04-17-10, 02:01 PM
I haven't seen any dud until now in game, and I haven't upgraded the torpedo officer to lower the dud chance at all.

wamphyri
04-17-10, 02:55 PM
Duds seem to be broken.. same with the mag detonator in general. I even tried to change the dud chance ability so that it gave me a 1000% chance of a dud and still no dud :rotfl2:

kylania
04-17-10, 02:58 PM
Oh, god, never ask Tech Support anything. They are utterly clueless. Just a bunch of minimum wage drones that read from scripts and don't even play the game much less understand or know anything about development of it.

The devs have confirmed they are looking into this issue (http://www.subsim.com/radioroom/showpost.php?p=1344563&postcount=24). So hopefully we'll get a fix sometime. :)

panosrxo
04-17-10, 02:59 PM
duds work, they either detonate prematurely, or sink before impact.

pythos
04-17-10, 08:33 PM
I have had magnetic detonators fail when I set my depth too close to the bottom of the target. Why would that be?

Well take a look at the issues there were with ALL torpedoes. When set at the CORRECT depth, they were found to run deeper.

When the setting was 1 or so meters shallower than the depth of the keel, the correct depth was actually set.

The torpedo would make its run, pass beneath the target, have its proximity detector tripped and WHAMO!!! One broken ship's keel.

This is how it is in the sim as well.

So, this is in fact an accuracy.

kylania
04-17-10, 09:09 PM
The problem is that's not always happening. You'll have a mag det torpedo pass 1m below the keel and it just sails on past. People have even seen torpedoes pass THROUGH a ship and not detonate. :O:

ottos
04-18-10, 01:11 AM
all, thank you for your reply,

as I have edited top of thread,
"In order to simplify a comlicated story,
Please focus on only MALFUNCTION of DIRECT CONTACT with pistol detonator in this thread. "

I add the very simple SingleMission file, so please try it and report it..

Best Reagrds,

LukeFF
04-18-10, 02:43 AM
all, thank you for your reply,

as I have edited top of thread,
"In order to simplify a comlicated story,
Please focus on only MALFUNCTION of DIRECT CONTACT with pistol detonator in this thread. "

Like others have already said, it's a known issue. Nothing we can do about it at the moment.