11-10-15, 10:05 PM
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#189
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Silent Hunter 
Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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Originally Posted by swdw
Someone changed the files after I turned it over. just from the numbers I can tell that wasn't my work. Like you, I tested it to make sure the numbers went in the right direction.
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I guess there have been so many revisions of RFB, it would be hard to know the where and why of all this. I played some with the earlier versions, but I didn't do any modding, and just accepted things 'as is' in those days.
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3. Lockwood's men replaced the TNT in several warheads with cinder concrete and attached the normal contact mechanism. Test torpedoes were then dropped 90 feet along a wire suspended from a crane into an empty drydock where they landed squarely on steel plates. A direct, 90-degree hit produced a dud seven out of 10 times -- a 70 percent failure rate ...
So yes there are actual numbers. 70% for a perfect shot and 35% at about 45 degrees. so you can take it from there but my understanding was that it was not a perfectly linear drop off and there was only a small change in the dud rate between 90 and 70 degrees.
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This is new to me, as I didn't know they tabulated specific percentages. This is very helpful. It does stand to reason there would not be a large difference from 90 to 70 deg., as the impact forces would not be much different.
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Also, when you talk about turning speed and radius of the boats, are you testing them both on the surface and underwater?
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Yes. Certainly!
The radii were good, but the speeds were very low. It is a stock issue, the game engine seems to want to slow everything down a lot in turns. I had to play with things a lot to get what I wanted. For general types of ships this may not be a big deal, but for a submerged sub, it's critical bad news.
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I did find a limiting factor when playing with the capital ships. If I got the acceleration, deceleration and coasting too realistic, the AI had collisions all the time.
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I haven't noticed a problem there. It might have been a stock issue. From what I've seen, whether one uses a physics mod or not, convoys will be jumbled to some extent when they are spooked, or attempt to evade, but I think they are ok, if they have adequate spacing to start with. I used 1000 yds. between columns, and 500 yds. between rows, and they did ok. If they were too tight, I could see how there might be problems. Maybe earlier versions of game didn't work as well?
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Never got a chance to do much with the destroyers. This was a frustrating issue as they act like a speedboat at times
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Fixed that.
None of the ships or subs had a value for the max force. Nobody knew what/how to use this. The value is supposed to be in tons of force, but I know it doesn't really work that way. They were all zeroed out. If a suitable value is used, the acceleration is much more realistic. That Ubisoft didn't do anything with this makes me think they miscoded something, and rather than track down the problem and fix it, they did the easiest thing, and simply zeroed everything out. This was ok for them, but left us with terrible physics.
Battery performance was awful. I'm sure you already knew that. Ducimus came up with a fix for that. That's important.
Anyway, I've done about as much as I know how to do for the game. The torpedo thing was kind of a chance thing I noticed after I had an earlier idea. I was surprised about the high dud rate. I had expected no more than 70%, or so.
There were some other things I tried to fix, but most of these ideas didn't work out.
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