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Old 11-08-15, 10:33 PM   #186
swdw
Grey Wolf
 
Join Date: Sep 2007
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Quote:
Originally Posted by TorpX View Post
2.0 patch file, and it seems that the dud rate is on the high side. Can anyone who plays a lot of RFB shed some light on this? Do you have a very high rate of duds?

I am thinking of either doing a separate torpedo mod, or a new version of ISP with some changes here.
Been gone a while. Couldn't run SH4 for 2 years. Have now built a WinXP game machine and hope I can get back to playing again. I led the RFB mod team until turning it over to Luke FF.
Now onto some stuff you've written about.

Dud rate early in the war is historically accurate. I did a bunch of research on this before spending almost a month to get the torps tweaked in to match patrol reports. If no one tweaked the files after I quit working on it, then if you look closer at the files, you'll see you're dud rate is less at 45 degrees or greater, which is also historically accurate. You'll also see the dud rate lessen if you shoot them at slow speed. Also historically accurate.

If they got tweaked after my mods, I can't answer for that.

Going back to an older post on the sub physics. The acceleration, turning radius, and other parameters were pretty close to accurate. We could not make them dead on due to the fact some of the settings also affected the dive rate too much. (drag being one of them)

Same thing with surface ships.

One thing to keep in mind. The physics engine does not take into account different propeller profiles. Besides the number of blades, the surface area and twist also affect the thrust. Not modeled accurately in the game. SO you often have to go with unrealistic numbers for HP and other parameters in order to get more realistic performance.

I exchanged a number of e-mails with the developers and learned what the limits of the engine were. Then I had to work around them. I didn't make it through all of the surface ships at the time. By the end of it I probably had a better understanding of the physics engine when it came to ship performance than the developers.

As for the height of the subs in the water. Prior to the U-boat mission release the subs sat WAY too high on the surface. If you can find my original post, as this was one of the first mods I did, then you can see the difference. When you start fussing with the height in the water, it can also affect dive rate, acceleration and turning radius. Requires a lot of testing to get right.

When ubisoft released the U-boat mission add on, my understanding is they used the RFB values to get the subs to ride correctly.

SO you know, when we were setting how the boats rode on the surface, we had 4 ex diesel boat sailors on the team as testers. We came up with a good all around height. The real boats ride lower with a full fuel load and then ride higher as they burn through fuel. There are other things including a full stores load that affect this. So we got feedback from the ex diesel boat testers and came up with a good compromise height.
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Last edited by swdw; 11-08-15 at 10:39 PM.
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