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-   -   Torpedo malfunctions in 1.03 official (https://www.subsim.com/radioroom/showthread.php?t=89209)

Sonoboy 02-08-06 04:59 AM

Torpedo malfunctions in 1.03 official
 
Most times when I launch a torpedo, it seems to malfunction in different ways.


The torpedo continues to ping when set to pre-enable after going active.

The torpedo goes into circle search when it was set to snake search.

The torpedo doesn't ping when enabled in active mode, but still can lock onto a target. :hmm: I don't mind this one.

All these tests were done in my trusty seawolf, which is... not so trusty anymore. :rotfl:


Also seems as though countermeasure effectiveness has been reduced. Could just be my bad luck, though.

Dr.Sid 02-08-06 05:21 AM

Do we need patched patch so soon ? Well, let's hope the fixes could come faster when the game is out for good. :88)

Bellman 02-08-06 06:44 AM

Confirmed -''The torpedo continues to ping when set to pre-enable after going active. ''

Observed (but not typical) -''The torpedo goes into circle search when it was set to snake search. ''

But when 'set to circle torps' turned to preenable, then re enabled they showed no circle search pattern/s.

Didnt see/hear this - ''The torpedo doesn't ping when enabled in active mode,'' - they pinged fine here.

Raven434th 02-08-06 08:23 AM

I can confirm also...that the torps ARE pinging when pre enabled and are NOT pinging when switching back too enabled mode (but they also ARE locking on target in enabled mode and making the kill silently where as in pre enable mode they are pinging but aren't locking the target)

XabbaRus 02-08-06 08:44 AM

Looks like someone mixed up a variable.

Shouldn't be hard to fix.

Bellman 02-08-06 10:09 AM

Raven434th:
Quote:

I can confirm also...that the torps ARE pinging when pre enabled and are NOT pinging when
switching back too enabled mode (but they also ARE locking on target in enabled mode and making the kill silently
where as in pre enable mode they are pinging but aren't locking the target)
:hmm: Well I ran her some more - fresh instal+Patch (Nothing else) Test ran in this sequence:-
1. Enable with ping 2. Preenable with ping 3. Enable with ping tracked me with extreme avoidance.
Ran a couple of times more - same result. Wonder if you have something different ? :hmm:

Only other thing, which should not be relevant, is that I ran all Actives at 40 or 45 knots :P

Amizaur 02-08-06 11:21 AM

:huh: :huh: :huh: :huh:

didn't notice that... have to check... would be very sad if it's true and not an effect of mess with modded doctrines...

Fandango 02-08-06 12:29 PM

Quote:

Originally Posted by Bellman
Raven434th:
Quote:

I can confirm also...that the torps ARE pinging when pre enabled and are NOT pinging when
switching back too enabled mode (but they also ARE locking on target in enabled mode and making the kill silently
where as in pre enable mode they are pinging but aren't locking the target)
:hmm: Well I ran her some more - fresh instal+Patch (Nothing else) Test ran in this sequence:-
1. Enable with ping 2. Preenable with ping 3. Enable with ping tracked me with extreme avoidance.
Ran a couple of times more - same result. Wonder if you have something different ? :hmm:

Only other thing, which should not be relevant, is that I ran all Actives at 40 or 45 knots :P

Bellman,

I don't get the meaning of your post :oops: . Do torpedoes work ok after a fresh reinstall?...

LuftWolf 02-08-06 12:55 PM

Oh god this is not good... I just looked at PreEnable/Enable behavior and its is infact more or less completely FUBAR. :cry: :damn:

Bellman 02-08-06 01:03 PM

Fandango -Yesterday I was running 1.03B with LwAmi and after Dl of the new official 1.03 patch I decided on a clean
reinstall and patched up the vanilla. No LwAmi at present as I am sure that they have new stuff just over the horizon,
which I am really looking forward to. ;)

All I can say is that I have reported what I have experienced with this pristine install.

LuftWolf 02-08-06 01:18 PM

Amizaur, do you see any chance of getting around this with edits to the Torpedo doctrine? :x

Raven434th 02-08-06 01:21 PM

This will KILL multiplayer unless fixed as you can well imagine....it means no evasion on homing torpedeos...cause ya ca't hear'm comming in.

goldorak 02-08-06 01:41 PM

bug only for american torpedos ?
 
Is this issue related only to american torpedos ?
I ask this because yesterday I played a multiplayer mission against a guy on a seawolf, and he told me in the after mission report that his torpedos were behaving strangely (as described in this thread).
I was on the akula, and honestly didn't notice any problems with the 65cm.

LuftWolf 02-08-06 01:46 PM

No, it relates to all wireguided torpedoes.

Also, the feature in the game that makes the torpedoes ping faster as they approach their target, is broken, at least for torpedoes that have been resteered and enabled for a second time or more. :damn:

LuftWolf 02-08-06 01:56 PM

Well, I have SOME good news.

The decreased ping interval for torpedoes that are homing on their targets is NOT broken for torpedoes that have not been resteered (at least for AI torpedoes).

This indicates that the bug is strictly related to how the pre-enable/enable variables are being passed to the doctrine, so everything goes funny when those variables go to the doctrine, not in the engine itself. So there may be some kind of doctrine level work around... stay tuned.

Raven434th 02-08-06 02:07 PM

Strange no word from SCS on this...it's rather fundimental.Do they know??..err..has anyone told them??Being that this release patch is kinda based around the multiplayer aspect with steam and all,its kind of a show stopper. :hmm:

LuftWolf 02-08-06 02:10 PM

In defense to SCS, their ability to catch these kinds of bugs is limited by the ability of the BETA testers to anticipate what kind of problems could arise from various kinds of changes.

This is one that, speaking for myself, I don't think that anyone on the Beta could have seen coming... sometimes problems that are obvious in actual gameplay are simply overlooked because testers take it for granted that things which have worked since 1.0 and have not been changed by the developers aren't simply going to go bad for no apparent reason. :damn:

Amizaur 02-08-06 02:14 PM

Just tried this and... :o confirm, preenabled torpedos continue pinging... I also think I seen snake torpedo circling, but it was only once and in next few launches they behaved as set (snaked or circled as should), once torpedo ignored enable order and continued straight....
So in fact different strange things are happening with torps and for sure preenabled torpedos are pinging... I'm not sure how I should comment this... :shifty:
I have no idea now what could it be, could be something in doctrine language interpreter, but maybe something completly different... Well in fact torpedos are NOT homing when preenabled so they are preenabled only still pinging and that would mean not doctrine related bug, but snake <--> circle and similar things look like doctrine related... anyway... it's just sad... :cry:

LuftWolf 02-08-06 02:24 PM

Quote:

it's just sad...
Yes, it is sad. :cry:

Jamie 02-08-06 02:38 PM

Quote:

Originally Posted by Raven434th
Strange no word from SCS on this...it's rather fundimental.Do they know??..err..has anyone told them??Being that this release patch is kinda based around the multiplayer aspect with steam and all,its kind of a show stopper. :hmm:

I've been following it... I'm trying to reproduce it on my machine.

Quote:

Originally Posted by LuftWolf
Quote:

it's just sad...
Yes, it is sad. :cry:

Not the end of the world, LW. It wouldn't be the first time a patch was released for a patch (and certainly won't be the last). :)


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