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23 and 24 deep runners went right under the keel, checked both settings, mag and contact. 22 feet deep made contact at the bottom. Either I have ALOT of dud mags and crazy variance with how deep they run, or something is wrong.
And we didn't totally take over the thread, it does talk about the draft..... |
Type 13 Subchaser
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I really should research more about the US torps (I have actually downloaded what I think is quite a good article (US Navy Tropedoes by Frederick J. Milford - originally published in The Submarine Review circa 1996-1997) but haven't gotten around to reading it yet) but I am curious about the US mag trigger. Does anyone know the maximum distance away from the object whose magentic field it is sensing that it should be able to detect? Maybe part of the problem is that the mag trigger range in the SH4 torp model isn't large enough. Anyone know if this is moddable? |
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I have never looked in the torpedo files, so hard to tell, but the magnetic trigger range seems too small. Torpedoes running under big ships from 0.5 - few odd meters, should always go off. That is if you haven' ticked the torpedo dud box. |
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As above noted, you set for Contact only and shoot at 24 feet the hull, both the Contact and Magnetic settings explode everytime (using no Dud option). Shoot torpedo just under the hull at 25 feet deep and BOTH settings miss every time. You can still get an 'under hull explosion' causing major damage using the deep setting. The 3D damage will show the Bottom exploded damage for alot of force. A shot in the side shows a Side damage model and does less damage to the ship. We should test alot of ships so the OP topic can have the real in game values off the 3D models as used in game?? Example Mogami draft is 4.4 meters = 14.4 feet in print manual. But in game it is around 24 feet deep!! Should this be placed into this cool Recon Manual? |
I started some testing on the Large Composite Freighter last night and was trying different values in the "magnetic detonation range" in the Torpedoes_US.sim file but didn't seem to be able to change the range within the game. Odd thing is that with the 27.2 ft. draft listed in the manual, if I ran torps under at 29 ft. I was getting a good "non-contact" burst right below the keel. Run under at 27 ft. and I was getting more of a side hit (i.e. contact burst). At 30 ft. I missed. This was in dead calm water with the ship stationary but loaded.
I want to play around some more with the "magnetic detonation range" setting but am beginning to worry that something is broken in the mags that only the developers can fix (or maybe I'm tweaking the wrong file or another file has to be tweaked besides Torpedoes_US.sim). Once I have frustrated myself enough with this setting, I'll begin testing drafts of each ship in my manual. I don't think I'll be able to do any more testing for a few days though - I have to go into hospital for a medical procedure tomorrow and must begin "preparing" today (It ain't pretty so I'll spare you the details). ;) |
Hi
I got your manual and it really looks nice. Further, I installed Krupp's ship lenght fix. I tried using the methed used for figuring speed from Wernersobe's thread: http://www.subsim.com/radioroom/showthread.php?t=112448 ie Ship lenght divided by number of seconds that ship crosses the TDC with boat at zero (0) knots. On the Hugh Liner the speed was all screwy. I went back to the valuse used on the above link and hit it clean. Do I need to use a differant formula? Thanks |
Krupp would be better to ask - I'm more of a graphics guy. If he doesn't respond here, just pm him.
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funny???
hi everytime i try to download it i click the link and it takes me to some photographer portfolio with some newage music>>>>:o :o
wthell is that?pls help.:oops: |
The Speedy Share links work fine for me, but I have decided to mirror the manuals on my personal webspace.
You can get the v3.1 Imperial Manual here: http://members.shaw.ca/elkabong/SH4_...l_v3.1_IMP.pdf And, you can get the v3.1 Metric Manual here: http://members.shaw.ca/elkabong/SH4_...l_v3.1_MET.pdf I would prefer that you use the Speedy Share links (if you can) to minimize my webspace download traffic and so that I can track the number of downloads. |
Thanks for all your work!
I'll try this one now! |
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So, if you are not happy about this range, grab the tweak files and the SH3 Minitweaker and mod the range to your taste. You can't increase it too much though - the explosion can happen too far away from the hull and create very little damage (even with the +25% torpedo damage mod). I managed to add 1 to each of the values and still get the hull. ---------------------------------------- EDIT: D'oh! The blast radius can be modded, which would fix the problem of the magnetic detonator triggering too far away from the hull. Back to messing with the .sim file... ---------------------------------------- As a side note though, after reading the torpedo history article I mentioned above, the US mag detontators were very finicky and unreliable. Eventually the Navy discontinued using them and set all on contact detonators. Interesting how the same thing is happening with SH4 users. Maybe the flakey mag implementation by the developers was intentional, and eerily true to history. |
Thanks for the update! Dumb question here...where does this .pdf file go? :oops:
Mast |
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If you have Adobe Acrobat or Acrobat Reader installed, just double click on the file and it will open for you to view and/or print. |
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