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D-Jones
08-24-23, 10:12 PM
Finally (as in Finally) got it working on my new laptop (I think). Just a question--is every single torpedo supposed to be either a dud or sail peacefully under the enemy ship even though they're set for surface? I can see 70%, as it was with the Mark 14 in RL, but 100%? I'm setting them all on Low-Contact. Any hints?
Thanks. Great mod though.
KaleunMarco
08-25-23, 07:48 AM
Finally (as in Finally) got it working on my new laptop (I think). Just a question--is every single torpedo supposed to be either a dud or sail peacefully under the enemy ship even though they're set for surface? I can see 70%, as it was with the Mark 14 in RL, but 100%? I'm setting them all on Low-Contact. Any hints?
Thanks. Great mod though.
working as designed.
pistol detonation chances, Early War Period
https://i.ibb.co/h9mKyCH/TMO-BH-Mk14-Pistols-Early-War.jpg (https://ibb.co/DWR7tLk)
image uploader (https://imgbb.com/)
guidance factors, Early War Period
https://i.ibb.co/bB7vCw9/TMO-BH-Mk14-Guidance-Early-War.jpg (https://ibb.co/BZw6QWM)
image uploader (https://imgbb.com/)
D-Jones
08-25-23, 11:36 AM
Brutal, but historical. With me the chances seem to be--"Any Angle-0%" though. I have to surface and gun them down, Horatio Nelson style...hopefully.
Thanks
Bubblehead1980
08-26-23, 10:38 PM
Finally (as in Finally) got it working on my new laptop (I think). Just a question--is every single torpedo supposed to be either a dud or sail peacefully under the enemy ship even though they're set for surface? I can see 70%, as it was with the Mark 14 in RL, but 100%? I'm setting them all on Low-Contact. Any hints?
Thanks. Great mod though.
Something I always disliked about stock and event he best mods, was it was far too easy to rack up tonnage in early war (1941-mid 1943), the torpedoes were just far too reliable. Thus, when I set out to created my mod for TMO,
I put a lot of time and effort to get a result that would in most cases keep tonnage at realistic levels by mimicking torpedo performance of early but also throughout the war and making sure was not so easy to rack up tonnage, to simulate. I conducted a lot of research and then quite a bit of testing. I'd estimate I spent a solid month and a half testing on the torpedo aspect of the sim.
Magnetic Detonators..
The magnetic detonators by default were tied to wave height (silly), so if player was firing in calm or mild seas, magnetic torpedoes were quite reliable. Then if firing in choppy or heavy seas, they tended to prematurely detonate more, but were still far too reliable.
I toyed with the settings so wave height was not the factor, then toyed with the percentage chances until I found, based on a research, a realistic level of
premature detonations that were random.
The result was what I desired, much as real life Captains and crews, player has no idea if the magnetic detonators are going to function. Really adds tension and aspect to game. The disappoint of doing an approach and firing solution perfectly, then torpedoes prematurely detonate, really brings a new aspect to this sim and mirrors reality much as possible.
Dud Torpedoes
--------------------
The contact detonators were far too reliable as well, especially when set to magnetic and the torpedo impacted the target vs running below.
I had to play with the impact angles and dud chance percentages to obtain historical performance.
Deep Running Torpedoes
---------------------------
Another issue was torpedoes running deeper than set. In Stock and most mods can "game" this from start, knowing this was a problem (where it was no definitively proven until late 1942 and issue not resolved in MK 14 until early 1943).) so they set torpedoes to minimum depth and magnetic detonators would do the rest.
I altered the max depth for deep runs and also the chances to gain historical results. Its random, some will run deeper than others, sometimes not at all.
These issues combined ensure historical performance of torpedoes and make for a immersive experience. Sometimes, extremely frustrating. Yet, when do finally sink even one ship, its quite rewarding.
D-Jones
08-27-23, 02:59 PM
"Something I always disliked about stock and event he best mods, was it was far too easy to rack up tonnage in early war (1941-mid 1943), the torpedoes were just far too reliable. "
Definitely agree. I just had my "first kill" with torpedoes with your mod. There was a real sense of accomplishment. Returned to base with 2 kills--that one and a merchant that I "Horatio Nelsoned" with my deck gun. That's a fairly historical result.
I love this mod. My main, recurring problem is stability. I get ubiquitous CTDs. It's less bad on my older computer than it is on my new one for some reason (both Windows 10 in compatibility mode), but they're still there. They happen mainly when I'm after a convoy or a task force. If I could stabilize that, it would be the perfect mod.
I may try this mod next, as as much as I like FotRS, I got way too good results with torpedoes, even with the duds set to max (650 LotsaDudz).
I'd say about 80% of my torpedoes exploded. It was about 50% when I had 90deg angle of impact, and close to 100% when I had impact about 20-30deg, no matter whether magnetic or pistol.
Mind you, makes for more interesting stories :D
-smm
D-Jones
08-28-23, 04:43 PM
I agree. I started to feel sorry for them (I had my crew play Taps and Nearer my God to Thee).
I see (I think) you're doing an SH3 Let's Play. I'm going to check it out.
Bubblehead1980
08-28-23, 07:23 PM
"Something I always disliked about stock and event he best mods, was it was far too easy to rack up tonnage in early war (1941-mid 1943), the torpedoes were just far too reliable. "
Definitely agree. I just had my "first kill" with torpedoes with your mod. There was a real sense of accomplishment. Returned to base with 2 kills--that one and a merchant that I "Horatio Nelsoned" with my deck gun. That's a fairly historical result.
I love this mod. My main, recurring problem is stability. I get ubiquitous CTDs. It's less bad on my older computer than it is on my new one for some reason (both Windows 10 in compatibility mode), but they're still there. They happen mainly when I'm after a convoy or a task force. If I could stabilize that, it would be the perfect mod.
Yes, V1.0 was quite stable. V2.0 is not as.
I just have not had the time I had before, as this mod was born during the pandemic.
v 1.0 was stable and I tried to incorporate perhaps too much into V2 without time to test way I did before. I became a little too ambitious with limited time and also, made the mistake of trusting another member who in hindsight, given his later behavior, I suspect sabotaged my mod perhaps, under the guise of helping as when I investigated issues, found problems that did not previously exist. Perhaps unintentional, who knows.
Tough to fix, because the mod is literally two years worth of painstaking work, to enjoy as close as possible an experience I always wanted in SH 4.Still mostly stable but has issues. I've also learned some things I would love to get into a updated for the mod.
Part of me may take V1.0 (believe I still have it) and just rebuild from there, when I have the time.
propbeanie
08-28-23, 08:33 PM
I may try this mod next, as as much as I like FotRS, I got way too good results with torpedoes, even with the duds set to max (650 LotsaDudz).
I'd say about 80% of my torpedoes exploded. It was about 50% when I had 90deg angle of impact, and close to 100% when I had impact about 20-30deg, no matter whether magnetic or pistol.
Mind you, makes for more interesting stories :D
-smm
That sounds like you didn't have them enabled for "Dud Torpedoes" in the career mode while playing... those are about Stock numbers when early war. :salute:
D-Jones
08-28-23, 11:29 PM
Prop--dud torpedoes are enabled both in Settings and "in port" when starting and playing through a career. I also have "Lotzaduds" mod enabled, and still get a 90% detonation rate/few "unders." I see in the workshop that FOTRS is being updated. My suggestion is to make it harder--duds/unders, deadlier DCs and DDs, less frequent contacts. Example--while traveling to/from my assigned patrol area I run into 3 or 4 (or more) unescorted enemy merchants that are sitting ducks. Why bother going to the patrol area? It's obviously a brilliant mod. It just has to be more of a challenge, imo.
BH--I saw on an old thread that if you save the game when a contact is made, exit to Main Menu, and re-disable the event camera in Settings, even though it's disabled "in port", it cuts down on CTDs. For some reason the game reenables it in settings. Been trying this, and it works so far. We'll see.
Hope this helps!
I've just checked, and duds are enabled in the main menu as well as in the career. The only things I don't have enabled is contacts (because doing a lot of trigonometrics is not what people will watch :D ) and external view (I need that for recording playback).
Career has the same options.
My original loadout was about 50% (or even slightly more) duds, and all were running too deep.
But when I reloaded at Tulagi (once it opened), it sems I got some super good batch - all run perfect. Maybe it's when you reload during the mission?
-smm
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