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-   -   Nomad_Delta's SH4 Question & Answer Thread (https://www.subsim.com/radioroom/showthread.php?t=118464)

nomad_delta 07-19-07 04:32 PM

Just added a new question from Tobus:

18. [Question submitted by Tobus] What effect, if any, does the speed of your submarine have on the overall speed at which you can dive and surface?

Great question, Tobus, and I'll be doing some resarch on this as soon as I am able.

nomad_delta

switch.dota 07-19-07 05:02 PM

Regarding torpedoes again: does the Mk10 have depth-keeping problems, similar to the Mk14?

tater 07-19-07 05:28 PM

Mk10s ran 4 feet deep in RL because they were calibrated for a dummy warhead. As far as I know it was consistant, so set it 4 feet shallow and it should run where expected.

Regarding the DC depth... maybe it's the max depth to show the surface explosion effect and has nothing to do with damage?

tater

nomad_delta 07-19-07 08:11 PM

Quote:

Originally Posted by tater
Regarding the DC depth... maybe it's the max depth to show the surface explosion effect and has nothing to do with damage?

That's a very distinct possiblity -- I still have my "DC testing" setup ready to go, so I should be able to test for that pretty quickly. I'll check it out & let you know.

nomad_delta

(edit: aww, crap, it's "Wild Night in Bangkok" time!)

nomad_delta 07-19-07 09:31 PM

Tater:

I ran my DC test scenario several times with the "detonation_depth" value (in both depthcharges.sim and dx_x_h.sim) set to 0, 1, and 9999 and watched the surface explosions. Unfortunately the setting doesn't seem to have any effect on those either -- every single depth charge caused a surface 'splash' explosion animation no matter what I set the "detonation_depth" value to.

I was really hoping that was going to be it; It was a good thought, but no dice.

nomad_delta

ReallyDedPoet 07-20-07 08:19 AM

Just saw this thread, nice idea:up::up: ND. Nothing to ask yet, but I will be back :yep:


RDP

Elphaba 09-17-07 03:27 PM

Hi Nomad

Just read all your posts about SHIV and torpedos ... wow, really great work.

I'm just wondering since we don't know if 1.4 will ever come out, if you've heard from the dev's you were talking to, back in July, what the outcome of that was? - regarding the contact / contact & influence knob on the torpedo control display...

Thanks.

Elphaba

SteamWake 09-17-07 10:20 PM

Quote:

Originally Posted by nomad_delta
I just ran some more tests concerning the magnetic detonators & updated the top post again. Check out question # 15, "Do torpedoes have to actually pass below a ship to trigger a magnetic detonator, or simply be within the magnetic detonation range -- even skimming the surface?" up at the top.

I also created a quick video to demonstrate my findings, here: http://www.youtube.com/watch?v=gy-B9yxBlm0

As you may notice in the video, this also brings up an interesting question about torpedo damage radiuses. I had those torpedoes set to detonate magnetically at 50 meters, which they did -- but they somehow still managed to do massive damage and sink both of the ships in my test mission!

Now the very highest "max_radius" damage value listed for any torpedo in the torpedoes_us.zon file is 8 meters. So how is it that Mk. 14 torpedoes exploding 50 meters away from the targets are causing massive damage (split one of the ships in two) and sinking them?

Unless I'm missing something here, the torpedoes shouldn't have done any damage at that distance, right?

I'll keep investigating.

nomad_delta

Very interisting bit of video. Not only did each torpedo detonate before reaching their target.... how did you get the influence pistols to work ?

switch.dota 09-18-07 07:53 AM

Nice resurrection job.

Nomad already pointed out that all torpedoes before mid-43 use magnetic detonation, while all torpedoes after that date use impact pistols. The in-game dial is worthless.


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