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-   -   [WIP] Dud Torpedoes Hardcore - testers needed (https://www.subsim.com/radioroom/showthread.php?t=113031)

perisher 05-18-07 11:00 PM

I work in Boston.

The original Boston, that is. I've been to the other one a couple of times, I like it, not so many right angles as other American cities and more Irish pubs than in the whole of Ireland.

Beery 05-18-07 11:04 PM

Quote:

Originally Posted by perisher
I work in Boston.

The original Boston, that is. I've been to the other one a couple of times, I like it, not so many right angles as other American cities and more Irish pubs than in the whole of Ireland.

I like it for those reasons too, and the climate's something like dear old Blighty. I can't get a decent chicken vindaloo here though, and there are no fish and chip shops worth the name.

perisher 05-18-07 11:19 PM

Good clam chowder though.

Beery 05-19-07 12:07 AM

Quote:

Originally Posted by perisher
Good clam chowder though.

Reminds me of that Simpsons episode with the mayor's nephew and the French chef:

"ChowDAIRR? It's chowdah! ChowDAH! Say it Frenchie!"

The weird thing about Boston is the accent. In some ways it's similar to English - they don't roll their 'R's, the kids call their mothers 'Mummy' instead of 'Mommy', etc. It's nice - makes me feel at home - a nice change from LA where I lived before.

Jace11 06-02-07 01:06 PM

AHHHHHRGGHH

Getting the 30 degree pull to port on ALL SHOTS in my current patrol...

Reload, try again and they all pull. I am not using auto TDC, however my TDC setup is perfect, I used Aarons MOBO to calculate Target speed. I am using a Gar class sub, its Jan 1941, I am loaded with Mk14s...

The solution should fire the torp at about 5 degrees to Star, but they come out and do a 30 degree turn to port..

EDIT: Don't worry I fixed it..

panthercules 06-03-07 12:05 AM

Quote:

Originally Posted by Jace11

EDIT: Don't worry I fixed it..

How??

I've started testing this (as embodied in RFB 1.26) but only in static single missions I made for the purpose. I've only experienced the veering off problem rarely (maybe 5-10 percent or so), but I'm thinking that may not mean much though because most of the streaky multi-failure experiences people report seem to come in campaign/career mode and sound like maybe they have something to do with some sort of randomization thing that may only be active in career mode. If that's really true, I don't want to spend a lot more time testing in my single missions, and if you've found a fix then I sure don't want to waste time testing. And if it's really still borked in career mode then I'll want to ditch it for my career even though the results I'm getting with it in single missions are pretty impressive.

Jace11 06-03-07 06:43 AM

I checked the patch 1.2 version of Torpedos_US.sim and checked the gyro fault angles and probabilities in there...

They are generally..

Gyro1 50 degrees 0.3 chance
Gyro2 50 degrees 0.2 chance

I put these values back into CCIPs hardocore mod and overwrote his Gyro 30 degrees chance = 3 settings,

used a hex editor to check it, (as my tweak files miss some of the Gyro2 settings),

I put the file back in, loaded up my campaign file that was giving me the repeating gyro faults on all torpedoes...

And scored two hits on my target and sank it..

Later in the game I fired at 3 other ships, and got duds and two prematures, so they are still working.

It is very strange how it repeats on 100% of shots..

Here is the file... CCIP's hardcore Torpedos minus his gyro faults...

http://www.speedyshare.com/262257475.html

Forlorn 06-03-07 06:48 AM

When that setting is 3 (300% chance) no wonder why I have no 44 torpedos in a row banking left or right 30 degrees. :down:

Beery 06-03-07 07:56 AM

Quote:

Originally Posted by Forlorn
When that setting is 3 (300% chance) no wonder why I have no 44 torpedos in a row banking left or right 30 degrees. :down:

Ah! 300%! No wonder. I'd assumed it was 3% Blimey!

Hehe I looked at this figure last week and ignored it because I figured it was so low that it couldn't possibly be the problem. I guess I should have messed about with it, but I've never had the problem since using the dud torp mod.

I guess this explains why I had the problem in vanilla SH3 too - there was a 30% chance of getting this bug prior to installing the mod.

MudMarine 06-03-07 08:33 AM

Tools to mod Torpedoes?
 
What tools are needed to mod torpedoes.

I would like to open up the file and look at the variables.

tater 06-03-07 10:20 AM

Mini Tweaker program, and the torpedo tweak files, I believe.

<S>

tater

tater 06-03-07 10:50 AM

Wonder what combo of things was required for it to happen 100% of the time, though. Does it pick one set of %s for each patrol from the gyro settings?

Curious.

Jace11 06-03-07 12:41 PM

it happened 100% of time, even after reloading the save game and shooting again...

when I replaced it with 50 degree 0.3 chance settings, I should have seen it again (worse at 50 degrees) if it was locked into some kind of repeat.. but it didn't it went away...

Beery 06-03-07 01:13 PM

Quote:

Originally Posted by Jace11
it happened 100% of time, even after reloading the save game and shooting again...

when I replaced it with 50 degree 0.3 chance settings, I should have seen it again (worse at 50 degrees) if it was locked into some kind of repeat.. but it didn't it went away...

I've seen it happen with 50 degrees and 0.3 chance (the standard version of the file), so it's still there - it just happens more rarely.

panthercules 06-03-07 06:33 PM

May be a simpleton question, but if "3" made it happen a lot, and "0.3" reduces the chance of it happening, and if this (gyro angle problem) wasn't really much of an issue historically, why wouldn't you just reduce it to "0.1" or even lower (would "0" work?) so it would hardly ever happen at all?

Is the torpedo tweak file available somewhere so we could play with this ourselves? I've collected a few of the tweak files to play with, but I've missed this one somehow.


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