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Here is an in-game video I recorded demonstrating the problem:
http://www.youtube.com/watch?v=U6NtcMaYOjc Sorry for the low quality - blame YouTube and/or my poor video encoding skills, but I think it's clear enough to get the idea across. This test was run on a clean install of SH4 and patch 1.3, on a slightly modified version of the "torpedo attack" training mission with stationary freighters as targets. Gameplay settings were Imperial measurements and 0% realism (no duds). I modified the 'magnetic detonation range' value for the Mark14 torpedo in the 'torpedoes_us.sim' file to 50 meters so there would be no question as to whether the torpedo hit the ship or not. I made no other changes to any other files, and no mods installed. ___________ In the video, I first launch a torpedo set to Contact Only & depth 50 feet at a Large Composite Freighter. I then use the external camera to view the torpedo as it approaches the ship, and it clearly explodes very far away (probably about 50 meters) from the ship without ever touching it. I then launch a second torpedo toward another Large Composite Freighter aft of my sub -- this one set to Contact/Influence & depth 50 feet. I view the results with the external camera, and again it clearly explodes very far away from the ship without ever touching it. ___________ Also just for kicks I ran the same test in Silent Hunter IV 1.0 (no patches) and saw the exact same results, with the exception of the torpedo depth dial being in meters rather than feet. So that confirms two things: 1. the magnetic exploders have worked in the game since the very beginning, and 2. the exploder switch hasn't worked in the game since the very beginning. Oy. nomad_delta |
Glad to see someone persistent enough to figure out the inner workings of things. Thnaks for all the effort and info! :up: Now this should be presented to the experienced modders to see if there's anything to be done about it (i.e. remove the dial or smth).
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In the meantime, I'm hard at work running more empirical testing to answer a bunch of other questions I have about the internal working of the sim. Before I get back to it, I'll try to answer a couple of questions people posted here in the thread: Quote:
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Cheers, everyone. Here's to making an excellent sim even better. :cool: nomad_delta |
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That's great! The Germans had been using them since 1939, and suffered similar problems. So of course we had a "secret weapon". Quote:
So maybe you're right after all. The biggest problem with games is gamers...:-? |
Switch hardcoded
These are all valid and good ideas, but the fact is that there is a big chance that the malfunctioning of the detonator switch is in the code. So, without a patch there is no way this can be fixed.
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I have done some specific reliability testing in patch 1.3 that you might find interesting, though. I've started a new "Q&A" thread so I'll have someplace to collect my thoughts & conclusions from testing, so if you have any other questions post 'em there and if I find 'em interesting enough I'll add 'em to my list to investigate: http://www.subsim.com/radioroom/show...ighlight=nomad nomad_delta |
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You tell the crew "Fire" and let fate take it's course. If you want guaranteed hits, surface, close t0 500 yards and wail away with the deck guns. But first make sure it's not the Yamato you surface beside. :)
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clarification
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The torpedoes themselves had all sorts of problems in real life, it's true. That's well documented, and no one here is debating that. In fact, the devs went to considerable trouble to model the various defects and deficiencies of the Mk. 14 and other torpedoes in the game: contact torpedoes will sometimes be 'duds' and just bounce off the target without exploding, and the magnetic exploders will sometimes detonate prematurely without ever having reached the target. Unfortunately, we don't get to properly experience this part of the simulation because the "Contact/Influence" switch in the game isn't working. I've never heard any stories about the exploder switch on Mk. 14 torpedoes being defective as well, and I highly doubt that the devs would have put that switch into the game if they hadn't intended for it to do something. nomad_delta |
Ok clear as a bell now, thanks gents. :up:
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edit: Jungman -- I just realized that somehow your reply in my Q&A thread ended up here instead. In the interest of continuity, I'll place my reply over there. :)
nomad_delta |
Where is Ubi's answer about this bug?
Is Sh4's development closed with this 1.3 ? |
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New patch or not
Judging on what some of the devs are saying in other forums, I'd say that all's still in the balance. They haven't said anywhere this is the last patch. They haven't confirmed a new one either.
Give it a few weeks and we'll see. |
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