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-   -   [REL] Torpedo .sim Tweak Files for SH4 v1.2 (https://www.subsim.com/radioroom/showthread.php?t=112951)

PeriscopeDepth 04-23-07 03:44 AM

I would be grateful if someone who knows what they're doing would do a historical torpedo failure rates mod. :)

PD

CCIP 04-23-07 03:47 AM

Quote:

Originally Posted by PeriscopeDepth
I would be grateful if someone who knows what they're doing would do a historical torpedo failure rates mod. :)

PD

Unless someone wants to take over and beat me to it, that is precisely what I plan to play around with in the next few days. If anyone wants to cooperate or co-opt me into testing - give me a shout :)

Redwine 04-23-07 06:09 AM

Excellent ! Many Thanks ! :up:

tater 04-23-07 08:02 AM

Great work, nvdrifter, the hex stuff makes my head spin.

SheepOnDrug$ 04-23-07 01:28 PM

drifter ... i have nothing more to say than ... :rock::up:

Camaero 04-23-07 01:32 PM

Quote:

Originally Posted by CCIP
Quote:

Originally Posted by PeriscopeDepth
I would be grateful if someone who knows what they're doing would do a historical torpedo failure rates mod. :)

PD

Unless someone wants to take over and beat me to it, that is precisely what I plan to play around with in the next few days. If anyone wants to cooperate or co-opt me into testing - give me a shout :)

I was pretty much going to do the same thing. If you need any help let me know.:yep:

CaptainCox 04-23-07 01:39 PM

Cheers "nvdrifter" I know its a hell of a job to do these "TweakFiles"...Believe me!
But...I think and I am sort a requesting this I guess...I would like to see a small TUT on how this is done.

I think I got the basics of it, but for e.g. I am after lets say making the plants (grass.dds) and the rocks (rocks.dds) to be smaller on the sea bottom (something I tried to look for whole day, even at work :oops: )

Now I find some stuff in
"undersea.dat"
C:\Program Files\Ubisoft\Silent Hunter 4 Wolves of the Pacific\Data\Library
but I can't seem to pinpoint the size and stuff (only an example, and I am maybe looking in the wrong place) but how the heck do i find this stuff.

OK stuff like speed for subs is pretty easy to find but...anyway any hint would be appreciated man. And again cheers for all the work on this stuff :up:

CCIP 04-23-07 02:07 PM

I'm already working on it then! :)

I'll start a [WIP] thread as soon as I have some preliminary results. I've spent some time in the morning reading up on failure rates - tricky thing to nail down precisely! I'll see what I can do...

CCIP 04-23-07 03:59 PM

nvdrifter - can you confirm something for me? Is it true that Mk 14s don't have any dud settings for the magnetic trigger?

That's a big bummer actually since it gives the torpedo a perfect magnetic trigger that will always fire within the correct range :-?

04-23-07 09:47 PM

Quote:

Originally Posted by CCIP
nvdrifter - can you confirm something for me? Is it true that Mk 14s don't have any dud settings for the magnetic trigger?

That's a big bummer actually since it gives the torpedo a perfect magnetic trigger that will always fire within the correct range :-?

I am looking at it now in the hex editor. It appears that I might have made a mistake. Still not sure yet.

04-23-07 09:57 PM

Ok. Stupid question for anyone out there. Did pistol-type detonators premature due to waves, or was that magnetic detonaters? Also, was the angle of the torpedo hit only important to pistol-type detonaters?

CCIP 04-23-07 10:08 PM

Quote:

Originally Posted by nvdrifter
Ok. Stupid question for anyone out there. Did pistol-type detonators premature due to waves, or was that magnetic detonaters? Also, was the angle of the torpedo hit only important to pistol-type detonaters?

I think the pistol type detonators COULD explode prematurely for some reason, but not quite likely.

The angle, yes, should not be relevant to the magnetics if they're just passing below the target.

Frankly, from looking at the files though, that doesn't really matter. Torpedo performance needs to be abstracted. If it all worked as reality, I wouldn't have spent the whole day looking for workarounds and tweaks :dead:

CCIP 04-23-07 10:09 PM

Quote:

Originally Posted by nvdrifter
Quote:

Originally Posted by CCIP
nvdrifter - can you confirm something for me? Is it true that Mk 14s don't have any dud settings for the magnetic trigger?

That's a big bummer actually since it gives the torpedo a perfect magnetic trigger that will always fire within the correct range :-?

I am looking at it now in the hex editor. It appears that I might have made a mistake. Still not sure yet.

I don't think you did, based on my tests. The values you have are right and I couldn't see any others in the hex. Which is bizzare as the influence+contact mk 14s still bounce off about once or twice per 10 hits.

04-23-07 10:11 PM

Quote:

Originally Posted by CCIP
Quote:

Originally Posted by nvdrifter
Quote:

Originally Posted by CCIP
nvdrifter - can you confirm something for me? Is it true that Mk 14s don't have any dud settings for the magnetic trigger?

That's a big bummer actually since it gives the torpedo a perfect magnetic trigger that will always fire within the correct range :-?

I am looking at it now in the hex editor. It appears that I might have made a mistake. Still not sure yet.

I don't think you did, based on my tests. The values you have are right and I couldn't see any others in the hex. Which is bizzare as the influence+contact mk 14s still bounce off about once or twice per 10 hits.

The Mark 14 file named the wave premature detonations as pistol type. But actually, it's for magnetic. I am correcting these.

CCIP 04-23-07 10:13 PM

okay, waiting on the file.

Strangely, while testing, I saw prematures on both types of trigger - at equal rates, too. So it may not only be magnetic after all. :hmm:


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