Quote:
Originally Posted by h.sie
I can confirm LGN1's finding: If you choose "salvo" and than switch to impact, only the 1st torpedo is an impact, all others are still magnetic.
It's a game bug.
One has to manually set all 4 torpedoes to impact one-by-one and then switch to salvo mode.
|
Quote:
Originally Posted by Jaeger
@h.sie, lgn1 and stiebler: would it be possible to fix this by a small hardcode fix?
i think lots of gamers do it wrong without knowing of the existence of this bug.
|
Never realized this existed myself

.
This is fixable though, I could do it with external code - similar to the Torpedo AutoReload code I did.
But hopefully h.sie can do a hardcode fix (preferred) if needed I can supply the locations for the Torpedos selected in salvo Mode.
I have found these already - torps selected is in an cumulative format from binary xxxxxx. EG:
xxxxxx = Torp6,Torp5,Torp4,Torp3,Torp2,Torp1
Torp1 = 1
Torp2 = 2
Torp3 = 4
Torp4 = 8
Torp5 = 16
Torp6 = 32
So a value of 50 = 32+16+2 ==> Torps 1,5 and 6 are selected.
The Impact/Magnetic switching value H.sie already has so one only needs to code the routine to apply the relevant Impact-Magnetic value to the torps selected by the salvo mode address.
Hope that makes sense