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-   -   Definitive torpedo depth/exploder status in 1.3 (https://www.subsim.com/radioroom/showthread.php?t=118393)

Tobus 07-15-07 02:52 PM

Quote:

Originally Posted by PepsiCan
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.

My 2 cents: a version 1.4b will be the last patch:up:

orangenee 07-15-07 03:04 PM

It all depends whether the head honchos want to spend any more time on it, or just get all the devs on whatever project they have lined up next.

CaptainHaplo 07-15-07 04:11 PM

Was doing some testing on 1.3 and had a heck of a thing happen. Was testing the nuke torp mod (3km radius) but with no change to the mag exploder. Now for testing I set duds to OFF, and set the switch to contact only. The bloody thing still prematured - about as soon as it armed... Needless to say the targets within 3km got toasted - and so did my sub!

Historically - alot of skippers saw the failure of the magnetic detection and went to contact only. Since I only use contact, I may have to swap around a few things to make all my torps contact only when using this mod.

Either way - just further confirmation that not only does the switch not do anything - but apparently "dud" settings in difficulty have no bearing on prematures.

TriskettheKid 07-15-07 04:53 PM

I must admit, I am a little confused here.

Are you saying that none of your torps registered as a hit via contact?

U-Schultz 07-15-07 05:14 PM

If we're waiting for UBI to fix the SH4.exe we may have a looooong wait.

Jungman 07-15-07 05:19 PM

Quote:

Either way - just further confirmation that not only does the switch not do anything - but apparently "dud" settings in difficulty have no bearing on prematures.
In the manual or somewhere, even on 'DUD Off' setting, there it stated, still is a very small chance of a dud occuring. But it should be rather quite rare.

nomad_delta 07-15-07 05:37 PM

Quote:

Originally Posted by TriskettheKid
I must admit, I am a little confused here.

Are you saying that none of your torps registered as a hit via contact?

I've explained it about as well as I know how, above. Maybe go back and read very carefully, and watch the video I posted as it's easier to see what I'm talking about visually? Here's a link to that video again:

http://www.youtube.com/watch?v=U6NtcMaYOjc

If you still have questions after watching that (and go back and read the original post containing the description of exactly what I'm doing in the video) let me know and I'll try to come up with a different way to explain it.

___

I have received a direct response from the devs so they definitely know about this now. I don't think they're working over the weekend (I certainly wouldn't want to be!) so they said they'd get back to me sometime next week. Here's hoping it's something that's fixable with a quick 'hotfix' type patch or a even a moddable file. I'll just wait and see, for now.

nomad_delta

CaptainHaplo 07-15-07 05:42 PM

Nomad - excellent news that is! Keep us in the loop.

As for the person not understanding - I think it was about what happened to my test. My torp prematured - something that SHOULDNT happen when its set to contact. In addition - with "DUD" turned off - prematures should be drastically reduced as well. A contact torp at 12 feet isnt going to hit a rock and go boom - so it prematured - which only occurs if the magnetic setting was still on. Just a confirmation of the switch not working - as well as the "dud" setting apparently not affecting prematures at all.

TriskettheKid 07-15-07 07:00 PM

But that's what I'm confused about.

If they are all set to Magnetic, and duds are turned off, then all should detonate the way he showed.

However, I have not heard about how many actually went through and made contact. If, for example, not a single torp managed to contact with the ship, then I'd think there was a problem. But from my own experience, and even from what I've seen in some of these topics, you can still get hits via contact.

So I want to know how many shots actually made contact before detonating.

nomad_delta 07-15-07 07:14 PM

Quote:

Originally Posted by TriskettheKid
But that's what I'm confused about.

If they are all set to Magnetic, and duds are turned off, then all should detonate the way he showed.

However, I have not heard about how many actually went through and made contact. If, for example, not a single torp managed to contact with the ship, then I'd think there was a problem. But from my own experience, and even from what I've seen in some of these topics, you can still get hits via contact.

So I want to know how many shots actually made contact before detonating.

The normal 'magnetic detonation radius' is set to 2 meters in stock SH4, so torpedos can get quite close to the ships and look like they're contacting, while still detonating via magnetic @ about 2 meters away.

In the test video, I specifically set the 'magnetic detonation radius' value to a highly exaggerated value of 50 meters so that there would be no question as to whether the torpedo actually touched the ship.

I've run dozens of tests like this, and not a single one of the 'contact' torpedos "got through" past the 50 meter mark and actually touched the ship. Every single one exploded at 50 meters.

nomad_delta

CaptainHaplo 07-15-07 08:30 PM

For now, I have modded my mk14's to have a 0.01 chance of premature and set the magnetic radius to 0.01 - this sets off the torp basically on contact. *after all.. whats 0.01 of a meter = a centimeter if my math is right?* I only suggest this as a possible mod (if folks want it post in the mod forum and I will get one out) to workaround the problem for those that can accept contact only. Since the devs are aware of the issue I am hoping that a "quick fix" is possible for the long term.

Suicide Charlie 07-16-07 01:02 AM

Nice work Nomad.

That's one of the things that I've always loved about the Subsim.com (and subsim community as a whole), it's members are dedicated to improving every aspect of the game. Seems that you've grabbed the attention of the developers and we may (should :D ) get a fix for it in a subsequent patch.

Have you seen the Torpedo Dud Test thread in Mods Workshops section? It looks right up your alley and they could probably use your expertise and attention to detail. Here's the link...

http://www.subsim.com/radioroom/show...704#post594704

nomad_delta 07-17-07 09:49 PM

We just received an update on this from Elanaiba in another thread, which I'll paste in here in case anyone missed it:

Quote:

Originally Posted by Elanaiba
Yes, my testing so far seems to confirm it, which is very strange since I remember precisely testing it sometime in the past.

I think it won't be hard to fix, the question is when do we get something else out to you guys.

Good news all around! :D

Quote:

Originally Posted by Suicide Charlie
Have you seen the Torpedo Dud Test thread in Mods Workshops section?

Actually I hadn't seen that thread; not sure how I missed it. Thanks for the heads-up! I'll go read through everything over there and see if I can either lend a hand or learn something from what they've already accomplished.

nomad_delta

(edit: Erg! I'm just noticed I'm a "Medic" now. I'm gonna have to make some more posts right-quick to get rid of that horrid avatar... at least it's not "Wild Night In Bangkok" :p)

nomad_delta 07-18-07 12:28 AM

For anyone that's been following this thread, I'm still working on figuring out everything I can about the torpedoes in SH4, but since the original question has now been answered I'll be posting all my future work on the subject in my general Q&A thread, so as to keep everything in one place:

http://www.subsim.com/radioroom/showthread.php?t=118464

I just found out some new info about the magnetic detonators & posted about it there, along with a new video to demonstrate. (Be sure to read the first post)

nomad_delta


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