View Full Version : Enemy SET-65s seem to be wire guided?
suitednate
07-15-17, 12:55 AM
Couple things......
First, I tend to see incoming enemy torpedoes visually in the water from a distance before I see them on the map. Is this the way it's meant to be? Seems kinda cheesy. Feel I should only be able to see what my sonar people hear.
Second, I'm playing in the '68 campaign and these enemy torpedoes seem to be following me when I change course to avoid their base course and then acquisition cone before they go active. I thought SET-65s weren't wire-guided? But they ARE behaving like wire guided torpedoes!!
Thoughts anyone?
ChaosphereIX
07-15-17, 01:19 AM
if they are changing course after the initial shot, it is a bug
in the game file, its says WireGuided=FALSE
The Bandit
07-15-17, 01:56 AM
I've noticed this as well that the torpedoes are maneuvering. The only way this can be rationalized is that they may be using some kind of active / passive mode where by after transiting to activation point, it starts seeking passively before kicking into active for terminal homing. What kind of shoots this idea down is, I don't see it running a snake pattern, it runs straight and adapts to movements I make.
I'm not sure about wire-guidance though because I've seen this behavior from torps shot from subs that are running away (assuming AI units can lose their wires too?) or even dead.
Julhelm
07-15-17, 02:28 AM
It's a bug alright.
suitednate
07-15-17, 06:22 AM
I've noticed this as well that the torpedoes are maneuvering. The only way this can be rationalized is that they may be using some kind of active / passive mode where by after transiting to activation point, it starts seeking passively before kicking into active for terminal homing. What kind of shoots this idea down is, I don't see it running a snake pattern, it runs straight and adapts to movements I make.
I'm not sure about wire-guidance though because I've seen this behavior from torps shot from subs that are running away (assuming AI units can lose their wires too?) or even dead.
exactly, yeah it runs straight and adapts to movements I make, BEFORE it goes active.
suitednate
07-15-17, 06:23 AM
It's a bug alright.
Ok well it's great we identified this. Will it be fixed in the next patch?
Also, are we supposed to see torpedoes visually before we see them on the map?
Ok well it's great we identified this. Will it be fixed in the next patch?
They're already working on 1.06, and that seems to be the case.
Version 1.06 (http://steamcommunity.com/app/541210/discussions/0/1353742967807455160/)
In Progress
General
Added wireBreakOnLaunchProbability=0.1 to weapons.txt
Added wireBreakThreshold=30 to weapons.txt (2x speed + planes angle - 30) / 50 every 6 seconds
Combat
Recognition manual "tons" now uses dictionary
Fixed errors with reloading if greater than 6 tubes on submarine
Torpedo tubes can no longer jam on firing
Active and passive torpedoes no longer home on sinking/sunk vessels
Terrain chunks are now always drawn near player submarine regardless of camera position
Fixed a bug where non-wire guided torpedoes could be wire guided by AI submarines
Improved/fixed AI depth keeping to prevent submarines from hitting seabed or going below crush depth
Campaign
Fixed broken INSERTION and LAND_STRIKE missions which caused Action Report bug
suitednate
07-15-17, 07:14 AM
They're already working on 1.06, and that seems to be the case.
What about wire-breaks on launch in '68? I get a lot of these even when going 5 knots and shooting straight ahead. I guess this could be legit because I thought I read that the 68 subs could only shoot a limited amount of wire guided torps at one time? Or only had a limited amount of wire-guidance kits?
I just would like to know what guidelines to go by. Helps with tactics and attack planning.
What about wire-breaks on launch in '68? I get a lot of these even when going 5 knots and shooting straight ahead. I guess this could be legit because I thought I read that the 68 subs could only shoot a limited amount of wire guided torps at one time? Or only had a limited amount of wire-guidance kits?
I just would like to know what guidelines to go by. Helps with tactics and attack planning.
The Skipjack can only maintain a single wire at a time, so if you fire additional wire-guided torpedoes, their wires will automatically break.
As far as the other 1968 subs are concerned, the Permit and the Sturgeon can maintain two simultaneous wires.
Kazuaki Shimazaki II
07-15-17, 09:30 AM
Torpedo tubes can no longer jam on firing
Oh, so we can fire at flank speed now?
Oh, so we can fire at flank speed now?
Hopefully not? The Mk 48 wouldn't present any problems, technically, but imagine firing an Mk 37 at 25+ knots...
I'd rather we got a warning that "we can't fire at this speed", like when trying to fire Mk 16s or missiles when your boat's too deep.
The Bandit
07-15-17, 12:21 PM
Hopefully not? The Mk 48 wouldn't present any problems, technically, but imagine firing an Mk 37 at 25+ knots...
I'd rather we got a warning that "we can't fire at this speed", like when trying to fire Mk 16s or missiles when your boat's too deep.
Just being pedantic here but I think it would be cool to have both a la Tupolev in Red October "No captain, we can't do that!" (Does it anyways) "You arrogant ass, you've killed US!"
suitednate
07-15-17, 12:37 PM
The Skipjack can only maintain a single wire at a time, so if you fire additional wire-guided torpedoes, their wires will automatically break.
As far as the other 1968 subs are concerned, the Permit and the Sturgeon can maintain two simultaneous wires.
Thanks for the info. Does it matter which tubes they are fired from to get 2 wires at the same time?
suitednate
07-15-17, 12:40 PM
Hopefully not? The Mk 48 wouldn't present any problems, technically, but imagine firing an Mk 37 at 25+ knots...
I'd rather we got a warning that "we can't fire at this speed", like when trying to fire Mk 16s or missiles when your boat's too deep.
Well I think this will just result in a lot of self kills. The swim-out speed of the mk37 is only 16 knots anyways. I've killed myself with these things by going 20 knots and forgetting to slow down. Wasn't even turning. All of a sudden.....explosion at the bow. Although if the game modeled safeties this wouldn't be an issue but it's not that big of a deal with me.
JhonSilver
07-16-17, 03:22 AM
It's a bug
Add this to weapons.txt
WeaponObjectReference=wp_set-65
.....
WireGuided=TRUE
WireBreakOnLaunchProbability=0.99
WireBreakSpeedThreshold=1
Whitzwolf
07-16-17, 09:46 PM
"Active and passive torpedoes no longer home on sinking/sunk vessels"
AmI the only one upset about this? I loved using wrecks to deter torpedoes away from me, especially in my diesel boats
Aktungbby
07-16-17, 10:01 PM
Whitzwolf!:Kaleun_Salute:
ChaosphereIX
07-17-17, 04:01 AM
"Active and passive torpedoes no longer home on sinking/sunk vessels"
AmI the only one upset about this? I loved using wrecks to deter torpedoes away from me, especially in my diesel boats
yes you might be, this is one of the most frustrating things about hunting, say, a convoy - torps all go to a wreck and not to any actual ships
I am really glad this is being fixed.
PL_Harpoon
07-17-17, 05:37 AM
It will also be more realistic which is strong enough argument for some of us.
The Bandit
07-17-17, 08:40 PM
I'm only slightly on the fence with this. Reason being is that a sinking ship makes a lot of noise and I think, all other things being equal, probably would attract a torpedo (assuming its passing though the same depth ect.) Also a ship on the bottom (or any other large object) would likely have a decent enough return on active to bring in a pinging torpedo as well. I'd honestly like to see stuff like that stay, but what has to go is the torpedoes being attracted to the wrecks from miles out vs going after their intended targets.
Same idea as the wrecks having the same sonar signature / still emitting radar.
PL_Harpoon
07-18-17, 04:43 AM
I'm only slightly on the fence with this. Reason being is that a sinking ship makes a lot of noise and I think, all other things being equal, probably would attract a torpedo (assuming its passing though the same depth ect.) Also a ship on the bottom (or any other large object) would likely have a decent enough return on active to bring in a pinging torpedo as well. I'd honestly like to see stuff like that stay, but what has to go is the torpedoes being attracted to the wrecks from miles out vs going after their intended targets.
Same idea as the wrecks having the same sonar signature / still emitting radar.
I was thinking the same thing some time ago but I think there is a topic somewhere on this forum, where Shipkiller explained why it shouldn't happen.
Radar is another thing though and sinking ships should still attract missiles.
Julhelm
07-18-17, 05:14 AM
Well, turns out the torpedoes are actually listening for specific narrowband frequencies and not broadband noise, so there's no reason they should lock on a wreck no matter how noisy it is.
The Bandit
07-18-17, 06:14 AM
I was thinking the same thing some time ago but I think there is a topic somewhere on this forum, where Shipkiller explained why it shouldn't happen.
Radar is another thing though and sinking ships should still attract missiles.
Yup, as I recall though he was talking about a depth "floor" where by a seeking torpedo targeted at a surface vessel wouldn't dive down after returns below a set depth. I should have been more descriptive too, when I said "pinging-torpedo" I mean something that is already gone into acquisition, chances are (and this is probably quite wrong for newer, more sophisticated torpedoes) if you can give it a bigger sonar return (in this case the wreck) it will go for that, something like early Sidewinder missiles breaking lock and homing in on the sun.
Well, turns out the torpedoes are actually listening for specific narrowband frequencies and not broadband noise, so there's no reason they should lock on a wreck no matter how noisy it is.
That's a good point too, that the torpedo would be homing on the sounds made by the mechanical parts of the ship functioning and not just noise in general.
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