Thread: [TEC] Dud torpedo chance mod?
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Old 04-23-15, 10:03 PM   #3
Sniper297
The Old Man
 
Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
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Apparently not. While I was playing around I found the speed settings and default depth, "wonder what happens if I do THIS? FIRE IN THE HOLE!!"

So I reset the depth from 1.8 to 6, since the average depth setting is 20 feet I can just leave it instead of having to change it every time. Then I swapped the settings for speed 1 and speed 0 so it would default to high speed - that didn't work, it disabled the speed setting switch for some reason.

So I changed it back the way it was.

Settings for the mark 14;
Dud chances (3);
0-35 - 1
35-70 - 10
70-90 - 10

So anywhere from 35 degrees to 90 degrees (majority of shots) I have a 10% chance of a dud. Out of 20 shots I should have 2 duds. 20 shots, 20 hits, no duds. 2% on prematures for all wave sizes, no prematures but out of 50 shots you would expect 1, 20 shots 0.4, so possibly that should be increased.

Next patrol shooting long range shots at a BB, I had set depth deviation chance to zero, circle probability and gyro problems I left at default - 2% chance of a circle and 2% chance of a screwy gyro with a max deviation of 50 degrees. Fired 3 fish at the BB on slow speed at 8000 yards - all three turned left 50 degrees and went off to la-la land. Fired two more from 5000 yards, both turned left 50 degrees. Fired two more on high speed from 3000 yards, both turned left 50 degrees. Two more at 1500 yards, can you guess what happened next?

Okay, so reloaded the in base save and tried again, same scenario - all shots went hot straight and normal, all hit the BB from various ranges. Seems like the dice are loaded to "when it rains it pours", whatever the chance percentage is, it's gonna use it all on the same patrol. Don't look to me like the random part of the programming is working very well, it seems to be all or nothing.
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