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Old 04-30-13, 10:13 AM   #1729
gap
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Join Date: Jan 2011
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Quote:
Originally Posted by TheDarkWraith View Post
Oh this gets even better Has anyone ever seen torpedo gyro problems in game? I can answer that based on the code I see - NO! The torpedoe's .sim file's gyro problems chance says it's value is a percentage (and the value is a percentage - 0.3). This is fine. What isn't fine is the code gets a random number and scales the random number to a value between 0 and 100. Hmm, let's see....a value between 0 and 100 compared to a value between 0 and 1.0...almost will never happen This is one huge freakin mess

The solution is easy but it's not. The solution is to add code to check every entry in the torpedoe's .sim file to ensure it's a percentage (0.0 to 1.0). If it's > 1.0 then scale to 0.0 to 1.0. Then change code (where needed) when random number is retrieved to scale it to a value between 0.0 and 1.0. This way failure checks will actually work.
Wouldn't be easier if we corrected the wrong torpedo failure settings manually?
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