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Old 02-22-20, 01:39 PM   #4
Macgregor the Hammer
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Join Date: Nov 2019
Location: Minnesota
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Quote:
Originally Posted by propbeanie View Post
The Mark 14 was one of the weakest torpedoes in use by a major war power at the time, being half as strong as a Japanese torpedo, and 3/4 as strong as a German. Where you hit the ship, and whether you are using impact or magnetic pistols will make a difference. With the magnetic, if you are too deep under the keel, it will look like a good detonation, but you actually cause minimal damage due to being too deep. One form of "dud" is that there is also the possibility of a "partial detonation" of the torpedo, where instead of a 500 pound's worth explosion, you only get a 350 pound's worth. The dud rate on them was turned down a while back due to complaints. The plan was to supply an add-in mod to up the anty there. Has not been done yet since we're still trying to nail down a "final product" with which to base future add-in mods. We don't want to have to be changing them too often when updating the base mod.

The ship's RecMan is one of the most frustrating things to mod, especially in light of the way Ubisoft set it up. The pictures are pulled from one file, while the data is from another. For whatever reason, the devs decided that ship max speed was more important than ship length, so that's what they pull for the display. lurker_hlb3 substituted the length of the ship for the speed, and changed the interface text to match, which works for targeting, but messes with other important aspects of the game, so for FotRSU, it is what it is. There is a pdf in the Support folder that has the data listed in it, though it is from the cfg files for each ship, which is not always accurate like the sim file would be, but is what the RecMan in-game uses. We claim it is part of the "fog of war", as some are fond of saying, which just "emulates" the effect of some of the bad or outdated data a commander would have to deal with in his recognition manuals. All countries were constantly changing the looks of their ships, even resorting to cutting the masts down, or adding height to them, to frustrate submarines' targeting of them. The camouflage paint schemes were another method of changing a ships "look" through a periscope.

We are glad you like the mod. Thanks for the comments.
With all this being said about the Mark 14, is the flawed impulse trigger modeled and is there a 'hysteresis' window for depth inaccuracy? I'm thinking the algorithm would look something like >1ft of depth and <10ft of depth inaccuracy with some kind of random number generated at impact time. I wasn't sure how all the gurus of FOTRSU put this together. For that reason, I have using impact pistol with good success. A civilian freighter doesn't have the damage control capabilities that a military ship has and 2-3 torpedo's starts a capsize.

Thought's
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