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Old 05-06-11, 04:41 PM   #8
minispace
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Join Date: Aug 2009
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All the margaritas have been drunk, so it's back to the torpedoes.

Fellow sub-simmers, have you ever seen... a dud?[/3dog]

This graphic illustrates a G7a TI's dud-chances, if it hits a target at various angles, using stock SH5's hit tables.


So, 1% means that 1 out of a hundred torps will miss, and 100% means that they all should miss. You can see that after august 1943 the hit table becomes a lot more forgiving. Doesn't the game actually end in May of that year?

What I'm going to do is implement brand new hit tables to better simulate torpedo accuracy, or lack thereof.

I wasted the last week at work making this chart of hit-table candidates:


Ultimately I decided on using 9 discrete entries for each torpedo type, for each date range. Depending on the torp, and date range, it will use on of these templates:


An early-war T1's dud chance might look like the dud spectrum on the lower right, but a late war acoustic torp would look more like the entry on the upper left.
I'll also use modifiers to tweak the hit-chances even more. For instance: An early war TI or TII should never have a 99% chance of hit. I would decrease every hit table entry by about 33% so we can experience the Torpedo Crisis first hand!

Right now I'm going to change the TI's hit table to look like this:


That's pretty much the same as thethe stock version, just smoothed out. I just tested the new sim file in game and it seems to work (it didn't crash, at least) but more testing is required. I'll be doing that today and I hope to release something this weekend.

I have a questioned for people more experienced than I. What can I screw up if I over-write another mod's torpedoes_g7a-e.sim file? I'm not sure what other date is stored in the file and I'm worried about breaking another mod in the process...
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