![]() |
Quote:
|
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.
|
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. |
I must admit, I am a little confused here.
Are you saying that none of your torps registered as a hit via contact? |
If we're waiting for UBI to fix the SH4.exe we may have a looooong wait.
|
Quote:
|
Quote:
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 |
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. |
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. |
Quote:
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 |
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.
|
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 |
We just received an update on this from Elanaiba in another thread, which I'll paste in here in case anyone missed it:
Quote:
Quote:
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) |
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 |
All times are GMT -5. The time now is 08:46 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.