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View Full Version : [REL] AutoTarg_1.0


TorpX
10-26-15, 11:02 PM
This is a mod for auto-targeting players. It can be found in the downloads section HERE (http://www.subsim.com/radioroom/downloads.php?do=file&id=4809).

It simulates ordinary human errors in the firing solution by use of the gyro malfunction parameters in the Torpedoes_US.sim file.

The 'standard' file array has small chances for a 90 degree or so malfunction, and that is all. I thought why not modify it so that there is in addition, smaller errors of a routine nature. I did some tests to verify this is possible (I wasn't sure the game would use more than one row in the array).

I found out that the game will use more than one malfunction item, but it stops checking on the first hit; meaning that if one puts a 100% chance of a X error, it will never check for any listed below that. If the file parameters are structured with this in mind, the game will do as it is supposed to.

Anyway, I changed all the US torpedoes so that the gyro problems are indexed by date, so that the errors go down somewhat after you get past the early war months.

All the torpedoes have the gyro parameters along these lines:
0. max deviation ......................very large error - 90+
chance................................... small

1. max deviation...................... large error
chance..................................moderate

2. max deviation ......................small error
chance ................................ 100%

If one wants to do their own version, be sure that large chance items in the array are placed last, otherwise, the game will not use them.

The '0' item simulates a serious gyro malfunction, and is basically a erratic torpedo. Almost sure to miss.

The '1' item simulates a major crew error in the firing solution, but may still permit a hit if the range is short.

The '2' item simulates routine crew errors, and most of these shots will probably hit, but could miss, depending on the situation.

People may want to change the values, or make their own version. I can't say if the errors are too high, or low. This will have to be determined by play testing, so I'll leave it to each to modify this as they see fit.

This is not an ideal solution to the lack of crew error in the game, but allows some degree of an improvement.

- TorpX

:subsim:

torpedobait
10-27-15, 07:28 AM
I think this is what I've been missing. I don't like the math or the effort to do targeting myself, but I also don't like the perfection of auto-targeting, so I'll give it a try on my next campaign. Thanks! :salute:

Rockin Robbins
10-27-15, 01:31 PM
Awesome! That is real out of the box thinking and it makes good sense. Not enough has been done for auto targeting people. I like it!

TorpX
10-27-15, 08:35 PM
Thanks!

I was thinking: why didn't anybody think of this before? why didn't I think of this before? Well, better late than never.

This is my favorite kind of mod project; it only uses one file. :D

aanker
10-28-15, 12:04 PM
Thank you again TorpX, you are always finding ingenious means to keep Silent Hunter fresh & challenging. : )