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

Wilcke 10-23-07 09:40 AM

I deleted ALL saved games and just for kicks I deleted everything in the RichSaved folder also. Some say you can delete the whole directory and SH4 will just create a new one on the next execute.

Bilge_Rat 10-23-07 11:01 AM

Quote:

Originally Posted by Jhereg
Tis a fine line Misfit, we do have the pre-knowledge that the torps are running deep.

There has to have been a skipper or two who after firing a salvo set to what he believed to be an accurate depth, upon seeing a salvo of four run under the target, cranked his settings to shallow to ensure hits.

I personally think we should keep some extreme deep runners, as Misfit suggested, to make the game interesting, since we overcompensate with shallow settings.

In my very limited unscientific testing so far, basically two runthroughs of the torpedo training mission which is usually a turkey shoot, 1st time: 2 prematures, 0 hits; 2nd time: 3 hits, 1 miss, so the torpedoes are not impotent.

Historically, some skippers figured out during their first patrols in december '41 that the torpedoes were probably running too deep and started setting the settings shallower right away as a result. I would have to recheck Blair on that point, although the problem was not officially discovered and fixed until aug. '42.

mrbeast 10-23-07 02:22 PM

Quote:

Originally Posted by Bilge_Rat
Quote:

Originally Posted by Jhereg
Tis a fine line Misfit, we do have the pre-knowledge that the torps are running deep.

There has to have been a skipper or two who after firing a salvo set to what he believed to be an accurate depth, upon seeing a salvo of four run under the target, cranked his settings to shallow to ensure hits.

I personally think we should keep some extreme deep runners, as Misfit suggested, to make the game interesting, since we overcompensate with shallow settings.

In my very limited unscientific testing so far, basically two runthroughs of the torpedo training mission which is usually a turkey shoot, 1st time: 2 prematures, 0 hits; 2nd time: 3 hits, 1 miss, so the torpedoes are not impotent.

Historically, some skippers figured out during their first patrols in december '41 that the torpedoes were probably running too deep and started setting the settings shallower right away as a result. I would have to recheck Blair on that point, although the problem was not officially discovered and fixed until aug. '42.

I think virtually all the skippers who managed obtained hits, set their torpedos to very shallow settings after it was discovered how poor the type 14's depth control was. They just omitted to say so or lied on their patrtol reports. The magnetic exploder didn't work at all it was not only buggy but a flawed concept, hence it was dropped by the KM and RN very early on in the war. Only the USN persisted in its use largely due to internal politics and the paper fantasy world that bureaucrats have a tendancy to live in.

I think keeping the type 14's to average historical depth errors is a more authentic way to go. Certainly there were some torpedoes that ran at extreme depth errors like 20ft but they were rare (not 4 torps in a row like I encountered once) like circle runners or extreme gyro angle errors. They were not characteristic of the errors encountered by USN sub skippers and so I would prefer not to have them in my game. The contact exploders on the otherhand should be very buggy and this is where any handsight that SH4 players might have can be compensated for.

baxter 10-28-07 03:33 PM

I'm having a problem that possibly has to do with this mod. I'm in an S-18 class boat early in the war, and have so far found that every torpedo I've fired has passed under the target. I'm setting the depth to the most shallow possible setting and yet they pass right under the ship. I know that one of the defects is for torpedos to run too deep, but should it happen this often? These are Mark 10 torpedos (used on the S boats only) known to be worse than the later ones? Any feedback would be appreciated.

I'm using NSM 3.3 and the compatable hardcore torpedo mod as well as TM 1.62 and ROW. I've fired a total of 16 torpedos at two different ships, both of which were fairly small ships and appear to have shallow drafts.

Thanks.

Digital_Trucker 10-28-07 05:22 PM

Baxter, I thought I was having the exact same problem:damn: until the 11th torpedo I fired actually hit the ship:sunny: and bounced off (it was a freaking dud!):rotfl: . If this is the way it actually was (and I believe it was) I can see how frustrated the skippers must have been. I think they call this "immersion". I am now as frustrated and unhappy as the real skippers must have been with their fish.

baxter 10-28-07 06:12 PM

Thanks, Digital Trucker. It's good to hear someone else has had the same problem. The first ship was a small destroyer that damaged itself (?!) dropping depth charges, was sinking in the stern and couldn't move. Even though I'm new to manual targeting I knew I could hit a stationary target, or so I thought. Twelve torpedos later I hadn't had one hit. After the first four missed, I started watching from the external camera and watched the next 8 travel under the ship. The second ship was a small freighter on my next patrol. Same thing...all but one would have been hits but instead passed right under the target. Since the merchant wasn't armed I persued it and eventually sunk it with the deck gun...it took over 100 rounds but at least I have one ship to my credit for this career. If as you say this is intended to provide the frustration of those early patrols it's working well!

Jhereg 10-30-07 03:20 PM

The MK 10's should at most be four feet to deep. They were significantly more reliable depth keeping wise then the MK 14. Also the exploder was more reliable.

baxter 10-30-07 07:55 PM

I'll see how the MK 10's work on a larger target, if I ever find one...:-?

Peto 11-01-07 04:24 PM

Only sick and twisted skippers would come back to port and complain that they aren't getting enough duds :shifty: .

Personally, I can't wait to install this mod when I get home so I can be more frustrated :damn: .

:rock:

Misfit138 11-03-07 08:50 AM

Yeah, it seems that this mod needs some tweaking to make Mark 10 torpedoes more reliable but I'm gonna start looking into it after the patch is released

leovampire 11-03-07 04:27 PM

Misfit138 I found a little somthing out
 
Quote:

Originally Posted by Misfit138
Yeah, it seems that this mod needs some tweaking to make Mark 10 torpedoes more reliable but I'm gonna start looking into it after the patch is released

About the save game's. It seems the RICH Saved games are the problem for the carry over in data. What I did to test this. I went to port then did a save. Added the file's to the game I wanted to try out.

Deleted the Save's in the Rich Saved game folder. Then started the game up and loaded my Port save. When I did a new save from there it added all the data changes and made 1 new rich saved game file and when i left port all of the changes I made where there without any problems. So it is the Rich saved games that seem to have the cache file structure for the game.

I lost nothing doing this everything else was the same in the save game all medals promotions everything was there. And BOY did the game start to load faster until all the rich save's start building up again over time.

FIREWALL 11-03-07 05:00 PM

First of all I want to thank you very much for your mod and all the work it took to make it.

It will make a fine addition for realism.:up:


My only concern is why you would release a mod without testing it yourself .


I have the utmost respect and admiration for all you modders and it is well
known on this forum that I will bash anyone who disses or otherwise gives a modder a hard time.

I just want to know why you didn't test it your self first.

I won't go into all the reasons why that is a wise thing to do.

And I hope you won't think I am being critical of your hard work.

That is not my intention.

Misfit138 11-04-07 01:33 AM

@leovampire, thanks for the heads up. Never really quite figured it out myself what was causing this whole problem

@FIREWALL, Well, sure I've tested this mod but there is always things you miss. And given the fact that this isn't my orginal work, I though that certain issues were solved in it's previous stages ie. the need to delete your RichSavedGames folder contents to get this mod work as it's meant to. And another thing is that sometimes people seem to get quite different results than I've had in my tests... :ping:

Misfit138 12-04-07 03:28 AM

So, the patch is out and I'm doing some tweaking to make Mark 10 torpedoes a bit more reliable. Testers?

cothyso 12-04-07 06:11 AM

me, pretty please.


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