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-   -   [REL] NSM3.3 compatible torpedo harcore mod (https://www.subsim.com/radioroom/showthread.php?t=122205)

mrbeast 10-10-07 04:58 PM

Has anyone noticed their torps running too deep? I've scored about 6 probable hits recently with this mod on and all of the torps ran deep, too deep, deeper than the RL malfunctioning torps. Now I know they are supposed to run somewhere between 10 or 15feet deeper but mine must be running something like 20+ feet deep they are under running even when I've got the depth setting at its shallowest setting.

Misfit138 10-11-07 03:09 AM

So, cleaned up my previous saves and loaded the game with mods like this included. Did a quick initial test with Mark 10 torpedoes in December 2nd 1941. In all of these sets, I set the exploder to contact and depth to as minimal as possible

Code:

Set no. 1                Set no. 2
 - 1. Deeprunner        - 1. Dud
 - 2. OK                - 2. Dud
 - 3. OK                - 3. Dud
 - 4. Dud                - 4. Dud

Set no. 3                Set no. 4
 - 1. OK                - 1. OK
 - 2. OK                - 2. Deeprunner
 - 3. Dud                - 3. OK
 - 4. Dud                - 4. OK

So far, these results are pretty much the same as I've been getting in RFB's Torpedo Training mission but I'm gonna take a deeper look in the coming weekend

Wilcke 10-11-07 10:34 AM

MisFit,

Using your mod, I am seeing a good number of duds, shot a whole loadout at a large invasion force and had at least 3-4 duds out of a Salmon class sub.

To busy squirming around DD's and DC's to get any idea of what went wrong but it gives the right atmosphere of frustration! Especially when the solution was spot on .....and you get the DUD message! Well done man...well done!

Thanks to CCIP also!!!!

Wilcke

mrbeast 10-11-07 01:05 PM

BTW I'm getting plenty of duds too and the mark 10 torps have a very good feel to them better than the mark 14's but still a little dodgy.:up:

My problem is that the depth error on the mark 14's seems too extreme. As I said in my last post I'm getting them running under targets when set to run at depths less than 5 feet under the surface. The mark 14 almost 100% of the time ran under its set depth by around 15 to 10 feet or so. Therefore if I set my torps to run at 5 feet they should not be running under a target with a draft of 27feet.

Misfit138 10-11-07 03:29 PM

Wilcke, thanks for the positive feedback but this mod is orginal work of CCIP and all I've done is to made it compatible with Natural Sinking Mechanics ;)

mrbeast, I'm gonna take a good look into Mark 14 torpedoes during the coming weekend but first I want to make sure that is there really a problem with duds not working in campaign in some cases

Wilcke 10-11-07 04:13 PM

Right, so many mods and so many hard working folks to thank, thanks to CCIP!

Wilcke

mrbeast 10-11-07 05:17 PM

Thanks Wilcke.:up:

Misfit138 10-13-07 05:25 AM

Since there has been some reports that duds work as they should in the campaign, I cleaned my saves once again, loaded NSM without torpedo hardcore mod and ran the game. After I had sank the Mogami (I'm doing this almost everytime I run SH4... :lol:) I exited the game and activated Torpedo Hardcore mod and ran the game once again. Now my situation is pretty much the same as those who are running this mod

The results with Mark 14

Code:

1. Ok
2. Ok
3. Ok
4. Ok
5. Ok
6. Ok

The date was december 9th 1941 and these torpedoes should be a piece of junk but every single one of them worked perfectly. Didn't even bother to do another test with this setup because this clearly shows that this isn't correct

Now, I cleaned my saves and ran the game. As I ran the game at this time, it creates a completely new cache based on the mods I had now enabled. This time the base was completely clean for torpedo hardcore mod

The results with Mark 14

Code:

Set 1                Set 2
1. Ok                1. Premature
2. Premature        2. Circle Runner
3. Ok                3. Dud
4. Ok                4. Ok
5. Dud                5. Ok
6. Dud                6. Unknown (Game crashed before this reached it's target...)

Although I made only a few tests all in all, there is a clear difference when you look at the results with different setups

Would be great if somebody would confirm these results

baxter 10-13-07 02:06 PM

I don't have the exact numbers, but I know that before deleting my saved game files I was rarely getting a dud, and since doing that they are common. It solved my problem with this mod.

Dogster 10-13-07 05:23 PM

I'm getting more duds any premo's too. On this current patrol, starting 6/7/42(its not over yet): I've fired 17 shots. 9 hits, 3 duds, 5 misses. 2 of the misses attributed to running to deep.

I believe this mod is one of the single most important mods in the game. Thanks for your hard work.

Misfit138 10-14-07 05:16 AM

Quote:

Originally Posted by Dogster
I'm getting more duds any premo's too. On this current patrol, starting 6/7/42(its not over yet): I've fired 17 shots. 9 hits, 3 duds, 5 misses. 2 of the misses attributed to running to deep.

I believe this mod is one of the single most important mods in the game. Thanks for your hard work.

Did you cleaned up your previous saves before running the game with this mod activated?

@baxter, thanks for the confirmation! :up:

Just need a few more confirmation before I add any more info at the first post ;)

leovampire 10-14-07 05:35 AM

Told you there was a cache file screwing things up
 
I have tryed to figure out a way around it in more ways than one but nothing has worked other then a complete deletion of that damm save file.

What a pain in the Butt that cache file is for getting some mod's to work properly.

But glad it is working out for you now Misfit138

Misfit138 10-14-07 05:41 AM

Quote:

Originally Posted by leovampire
I have tryed to figure out a way around it in more ways than one but nothing has worked other then a complete deletion of that damm save file.

What a pain in the Butt that cache file is for getting some mod's to work properly.

But glad it is working out for you now Misfit138

Well, I better take a word of a pro ;)

What's really bothering me now is that nobody has reported any these kind of problems before. After all, this mod has been around for sometime already...

Anyways, I'll add the required info in the first post of this thread

leovampire 10-14-07 05:50 AM

oh no not a pro I just know what should be happening with changes
 
Quote:

Originally Posted by Misfit138
Quote:

Originally Posted by leovampire
I have tryed to figure out a way around it in more ways than one but nothing has worked other then a complete deletion of that damm save file.

What a pain in the Butt that cache file is for getting some mod's to work properly.

But glad it is working out for you now Misfit138

Well, I better take a word of a pro ;)

What's really bothering me now is that nobody has reported any these kind of problems before. After all, this mod has been around for sometime already...

Anyways, I'll add the required info in the first post of this thread

And when I do not see that change the first thing I did was get rid of the file and let a new one build.

There is no way to tear it appart but I believe the rich saved games carry's over stuff from one to another.

But having to start a new game to make things work properly is absolutly nut's.

There is one setting I am trying to do that would make the see through crew stop but the rich save is refusing to allow it in the game with out a crash.

So I said screw it and restarted after I saved the SHIV save file then did a new campaign and sure enough the game accepted the new global settings I made and no more crash.

Just wanted to prove it to myself that I was right. Of course I said screw the adjustments for now and put back my old save file. Seeing I am going to have to start from scratch again once the new Patch comes out.

Dogster 10-14-07 07:00 PM

Followed your directions, what a difference!!!
 
I attacked a convoy off the coast of Honshu 1/15/42: 3 premo's, 4 duds, 1 miss, 2 hits. That is a 70% failure rate. I believe your mod is working correctly.

Once I deleted the save folder and started a new campaign. This mod is great, I said this before: This is the single most important mod in this game.

Thanks again.

I'm using TM 1.2, NSM 3.3, and your NSM 3.3 Hardcore Torpedo Mod.

baxter 10-14-07 07:57 PM

I agree...this mod is extremely important to making the sim realistic. Thanks for creating it!

Misfit138 10-15-07 05:32 AM

I'm glad that it's working now. Gonna start looking into tweaking the deeprunners. From time to time it really feels like they are actually running too deep... :88)

Dogster 10-16-07 10:28 AM

Results of War Patrol 1(1/3/42 - 2/5/42) are:

5 - duds
3 - prematures
7 - misses (6 had to be running deep)
5 - hits

I believe historically torpedos' ran 11 ft deeper than set anyway.

Good Job with this mod!

Jhereg 10-16-07 11:17 AM

Hi Misfit, yeah they do run way to deep sometimes.

I just had a clean shot at the Mogami at the beginning of a career and all four were set to the most shallow (3ish ft) and all four I watched run a good 8-10 ft under the keel:huh:

If I use the shallowest depth, realistically even crap early war torps should have hit.

Anyhow thanks for all the hard work.

Misfit138 10-16-07 11:40 AM

Based on the research I've done in game, there are 3 options when it comes to torpedo running depths. 1. Normal 2. Roughly about 10-20 feets deeper than set 3. Roughly about 20-30 feets deeper than set. The last one gives me a little headache. I have my doubts about this being historically correct but I'd like to keep it that way

Why? Simple, we know about this problem from the very beginning of the war thus giving us an advantage compared to RL situation

Quote:

Originally Posted by Jhereg
If I use the shallowest depth, realistically even crap early war torps should have hit.

Yeah, and this is why I use the shallowest depth :88) and this is also the reason why I wouldn't want to change this depth thingy

But now I'm asking this from you, should I fix the current situation or leave it as it is?


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