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Old 12-13-11, 02:16 PM   #2823
reaper7
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Join Date: Jun 2007
Location: AM 82
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Quote:
Originally Posted by h.sie View Post
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 View Post
@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
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