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View Full Version : TDW's Patcher and Torpedo Chances?


Delta Wolf
06-05-13, 03:09 PM
Hey Guys :salute:

So i have changed around my mod list again and updated and added a few mods, i updated TDW's Generic Patcher and enabled the Torpedo Patches.

After testing a few times on the TDW's Torpedo Tutorial on the Historical mission screen i would say that most of my Torpedos did not work.
I tried using Magnetic Torpedoes sending them about 1/2-meter under the targets keel AOB was from 90 to 136 Degrees. Impact Torpedoes around 2-3 meters deep and AOB of 90-136 degrees.

For the total of 15 Torpedoes fired only 4 worked, the rest bounced or went under the keel :hmmm:

I have read up that impact should be used for a AOB of 90 degrees and i understand that.

I just want to check if this is right, im sure im doing something wrong?

Here is my patcher....

http://i1275.photobucket.com/albums/y443/TiberiusXIV/TDWPatcher_zpse9aef2df.png (http://s1275.photobucket.com/user/TiberiusXIV/media/TDWPatcher_zpse9aef2df.png.html)

And my mods....


Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

TDW_GenericPatcher_v_1_0_112_0
German U-Boat Crew Language Pack
Wordeees' Actual Footage Menu
Accurate German Flags
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fix SteelViking-HotSoup-WaterDrips
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
silentmichals interior mod 1.2.1
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.b Enhanced Visibility (high)
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.b Ambient Settings - No Murky Waters
DynEnv v2.9 - 6. Sleet for Winter Campaigns
DynEnv v2.9 - 8.a Wave Mechanics - Breeze
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 12. Sounds
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers best ever fog V22 SH5
SH5_7A_Conning_Fix
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_21_ByTheDarkWraith
FX Update torpedoes (modified for torpedoes failure patches)
New Torpedoes Explosion - FX Update add-on
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional louder engine sounds
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys_DBSM_additional_creaks_and_noises_1.0
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_New_radio_messages_German
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_7_5_0_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_7_5_0_WWIIInterface_by_naights
Church's Compass Dials Mod v2.2 - Option Two
Sjizzle's - Charts for NewUIs part1_27.05.2013
Manos Scopes-patch for 16x9
gap - HD 1 deg Scope Bearing v 1.0
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M. - hydrophone mute for player fix (TDW compatible)
SubFlags_0_0_8_byTheDarkWraith
DBSM_Music_1_0_4
OPEN HORIZONS II_full v2.2
Reworked Morale and Abilities v.1.1
Sub_Exhaust_1_0_5_byTheDarkWraith
Shadow Improvement Mod
TDW Round Fire Button v11 by Torpedo
AST_SH5_v2
Alternate Sinking Mechanism (AST) (edited + modified for AI Damage Control Patch)
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
SH5Lifeboat_Wooden ver. 0.2
EQuaTool 01.01 by AvM - Kriegsmarine Regular Style
stoianm pitch&roll for SH5 V1 (low)
Grossdeutscher Rundfunk
RPM Hydrophone merchants 2.1 -for OHII full v2.2-
Change days in bunker
MyKey


Thanks guys as i said i just want to check i have enabled all the patches right? or if this is some sort of user error :)

Edit or perhaps it's working as intended :hmmm:

Fifi
06-05-13, 03:39 PM
Your patcher is ok :up:
Check if FX Update torpedoes (modified for torpedoes failure patches) isn't overwriten...if yes, put it last in you list.
Maybe New Torpedoes Explosion - FX Update add-on is overwriting it?

Delta Wolf
06-05-13, 03:58 PM
Your patcher is ok :up:
Check if FX Update torpedoes (modified for torpedoes failure patches) isn't overwriten...if yes, put it last in you list.
Maybe New Torpedoes Explosion - FX Update add-on is overwriting it?

Thanks Fifi :salute:
I'll pull the mods out and try them again, then i'll report back

Fifi
06-05-13, 04:05 PM
But keep in mind torpedoes at war start were very defective.
Don't expect a 90% success each time you fire :03:

Delta Wolf
06-05-13, 04:32 PM
Ok so i don't think there is an overwrite issue, here is all the Torpedo file overwrites i get....

When i add....

FX Update torpedoes (modified for torpedoes failure patches)


I get this message...

"torpedoes_g7a-e.sim" has already been altered by the "FX_Update_0_0_21_ByTheDarkWraith" mod.
"Torpedos_AI.sim" has already been altered by the "FX_Update_0_0_21_ByTheDarkWraith" mod.



When i add....
New Torpedoes Explosion - FX Update add-on

I get this message....

"TDW_FXU_Torp_Explosion_Materials.DAT" has already been altered by the "FX_Update_0_0_21_ByTheDarkWraith" mod.
"TDW_FXU_Torp_Explosion_Particles.DAT" has already been altered by the "FX_Update_0_0_21_ByTheDarkWraith" mod.

When i add....

Alternate Sinking Mechanism (AST) (edited + modified for AI Damage Control Patch)

I get this message ....

"torpedoes_g7a-e.zon" has already been altered by the "AST_SH5_v2" mod.





That is using the list order above :hmmm:

Could it be because i have enabled TDW's patcher as a mod??? :hmmm:

Fifi
06-05-13, 05:29 PM
Best is to install patcher as stand alone, not mod :yep:
Very easy to do.
Follow this:
http://www.subsim.com/radioroom/showpost.php?p=2067534&postcount=4

Then install FX Update torpedoes (modified for torpedoes failure patches) at the end of your list and go!

Delta Wolf
06-05-13, 05:38 PM
Best is to install patcher as stand alone, not mod :yep:
Very easy to do.
Follow this:
http://www.subsim.com/radioroom/showpost.php?p=2067534&postcount=4

Then install FX Update torpedoes (modified for torpedoes failure patches) at the end of your list and go!

Thanks Fifi,

I will give it a try. I used the how to thread by Trevally to install as a mod.
Would you know of a how to guide for installing the patcher as a stand alone?

Thanks :salute:

Fifi
06-05-13, 05:40 PM
:haha: Just gave you a link! It's all explained...

Delta Wolf
06-05-13, 05:52 PM
:haha: Just gave you a link! It's all explained...

Sorry, i need to open my eyes a bit more :doh:

Thanks again :up:

volodya61
06-05-13, 05:56 PM
Tiberius, see here -
these are T1 torpedo failure settings (pistols 39 - 08/43, pistols 08/43 - 45, other issues 39 - 12/42 + 12/42 - 45)

http://s19.postimg.org/9d1wwtern/01_38_08_43.jpg (http://postimage.org/) . http://s19.postimg.org/6k8pcsef7/08_43_12_45.jpg (http://postimage.org/) . http://s19.postimg.org/up9euhypv/other_problems.jpg (http://postimage.org/)

PS: magnetic detonators range 3m because I use 3m..

Delta Wolf
06-05-13, 06:12 PM
Tiberius, see here -
these are T1 torpedo failure settings (pistols 39 - 08/43, pistols 08/43 - 45, other issues 39 - 12/42 + 12/42 - 45)

http://s19.postimg.org/9d1wwtern/01_38_08_43.jpg (http://postimage.org/) . http://s19.postimg.org/6k8pcsef7/08_43_12_45.jpg (http://postimage.org/) . http://s19.postimg.org/up9euhypv/other_problems.jpg (http://postimage.org/)

PS: magnetic detonators range 3m because I use 3m..

Hey Volodya61, :salute:

Thanks for the reply, sorry im still quite new to this :confused:

Does this mean that T1 Torpedoes have a max depth /range of 3 meters deep? or 3 meters below Keel? :confused:

Thanks

Edit: I can see the deviation for depth keeping but just a bit unsure :hmmm:

volodya61
06-06-13, 05:58 AM
Hey Volodya61, :salute:
Thanks for the reply, sorry im still quite new to this :confused:
Does this mean that T1 Torpedoes have a max depth /range of 3 meters deep? or 3 meters below Keel? :confused:
Thanks
Edit: I can see the deviation for depth keeping but just a bit unsure :hmmm:

It means that T1's magnetic detonator has range of activation = 3 meters..

Delta Wolf
06-06-13, 06:27 AM
It means that T1's magnetic detonator has range of activation = 3 meters..

Thank you :up:

divingbluefrog
06-06-13, 09:49 AM
The settings choose by TDW are even generous with us as historically the max angle for impact was 30° (i.e 90 to 120).
What isn't indicated anywhere is that this value (min_angle) is true in both horizontal AND vertical plan.
For example if you fired at a NKSCS_N3SA1 (refered as Small Merchant) with a 90° horizontal angle but a deepth > 2m, the torpedo will bounce over the hull due to the curve of itself.
My guess is that the deepth at which you fire your torpedoes is too high.
When using impact detonator, it always a compromise between a short depth, to avoid the above mentioned problem, and a deeper one to avoid the risk of premature detonation. Shooting a small merchant with wind >= 10 is nearly impossible, as I use a rule of thumb of a min deepth > windspeed/3 (with the same Env mod as yours).

volodya61
06-06-13, 10:07 AM
The settings choose by TDW are even generous with us as historically...

These are stock settings.. choose by devs :D
I only edited the chance lines.. (0-1) = (0-100%)

divingbluefrog
06-06-13, 11:58 AM
Ok, I give back to Caesar what etc....:03:
Btw, if you want to be historically right, T1's fast setting was not used before mid war due to motor overcharge. Is there a way to add a nod linked to this setting in the .sim file?

volodya61
06-06-13, 12:44 PM
Btw, if you want to be historically right, T1's fast setting was not used before mid war due to motor overcharge. Is there a way to add a nod linked to this setting in the .sim file?

I think it's possible, but at the moment I don't know whether this is possible using Goblin or S3D.. maybe only through HEX-editor.. I tried to add new entries (min_date and max_date) using Goblin and S3D.. no luck..

http://s19.postimg.org/6j7yaurcz/image.jpg (http://postimage.org/)

Delta Wolf
06-06-13, 02:38 PM
The settings choose by TDW are even generous with us as historically the max angle for impact was 30° (i.e 90 to 120).
What isn't indicated anywhere is that this value (min_angle) is true in both horizontal AND vertical plan.
For example if you fired at a NKSCS_N3SA1 (refered as Small Merchant) with a 90° horizontal angle but a deepth > 2m, the torpedo will bounce over the hull due to the curve of itself.
My guess is that the deepth at which you fire your torpedoes is too high.
When using impact detonator, it always a compromise between a short depth, to avoid the above mentioned problem, and a deeper one to avoid the risk of premature detonation. Shooting a small merchant with wind >= 10 is nearly impossible, as I use a rule of thumb of a min deepth > windspeed/3 (with the same Env mod as yours).

Thanks for the info :salute:

TheDarkWraith
06-06-13, 08:46 PM
I think it's possible, but at the moment I don't know whether this is possible using Goblin or S3D.. maybe only through HEX-editor.. I tried to add new entries (min_date and max_date) using Goblin and S3D.. no luck..

Game does not have any code to try and read those values. In other words the game does not recognize those entries you tried to add.

TheDarkWraith
06-06-13, 08:48 PM
For the total of 15 Torpedoes fired only 4 worked, the rest bounced or went under the keel :hmmm:

I just want to check if this is right, im sure im doing something wrong?

sounds about right considering the values the devs placed in the torpedoes.sim file :yep: If you're not using the correct torpedoes.sim file for the new torpedoe patches then you will have problems like this also.

divingbluefrog
06-07-13, 02:02 AM
Game does not have any code to try and read those values. In other words the game does not recognize those entries you tried to add.

Too bad, but let's make a vexation an opportunity : I bet there are here some people who know a lot about the game but are not really python competent and vice-versa.
If someone could start a new [TEC]thread about scripting, I'm sure this will be of a great help for the community.

volodya61
06-07-13, 03:41 AM
Game does not have any code to try and read those values. In other words the game does not recognize those entries you tried to add.

Thanks for the explain.. all more clearly now.. :salute:

Delta Wolf
06-07-13, 07:14 AM
sounds about right considering the values the devs placed in the torpedoes.sim file :yep: If you're not using the correct torpedoes.sim file for the new torpedoe patches then you will have problems like this also.


Hi TDW :salute:

Thanks for the reply, can i ask when you refer to using the correct torpedoes.sim file, is that a file that is in "FX Update torpedoes (modified for torpedoes failure patches)"?

Just want to make sure i have the correct file and setup.

Thanks :)

volodya61
06-07-13, 08:36 AM
Hi TDW :salute:
Thanks for the reply, can i ask when you refer to using the correct torpedoes.sim file, is that a file that is in "FX Update torpedoes (modified for torpedoes failure patches)"?
Just want to make sure i have the correct file and setup.
Thanks :)

Yes...... :)

Delta Wolf
06-07-13, 08:39 AM
Yes...... :)

Thank you :D

volodya61
06-07-13, 08:46 AM
Thank you :D

I'm not TDW, but it turned out it was my edition of files so had to replace him :D

TheDarkWraith
06-07-13, 09:18 AM
Too bad, but let's make a vexation an opportunity : I bet there are here some people who know a lot about the game but are not really python competent and vice-versa.
If someone could start a new [TEC]thread about scripting, I'm sure this will be of a great help for the community.

Python scripting has nothing to do with trying to add new entries to the torpedoes .sim file. That is all game code. If you know assembly you stand a good chance of being able to implement it :yep: