Thread: [TEC] Dud torpedo chance mod?
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Old 04-27-15, 08:43 PM   #11
Sniper297
The Old Man
 
Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
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After editing a test mission to place half a dozen anchored Yamatos, ran the mission a few times and noted more duds from the stern tubes than from the bow tubes, dunno if that was random chance or not. Changed the circular run probability to 99%, set depth 40 feet, sub at 60 feet running at 2 knots - all fours shots (SARGO class) ran circular, two left and two right, in very tight circles. They ran around twice before the first two exploded over the sub on the third circle, the next two made one more circle for a total of four before getting close enough to wreck the sub.

Objections so far;

1. In real life WWII fleet subs had two different sonar sets with three different sound heads, one set was always designated to track the torpedoes "hot straight and normal" or otherwise, in game there's no warning from sonar that a fish is deviating from course or starting a circular run. First warning you have of a circular run in game is when the fish blows you up.

2. Same thing for a premature, in real life sonar would report the explosion of a premature if it was more than a few seconds from the estimated impact time. In game unless you are in external camera and see the splash, you have no idea what happened to the fish.

Duds are reported, but other failures are not, for any kind of realism that situation needs some kind of fix. There's also no variation in the gyro problems, a circular run is always the same diameter circle and a deviation from course is always exactly 50 degrees.

Summary, I'm not sure the dud programming is even worth trying to fix, whatever I do it will still be too lame for prime time.
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