Quote:
Originally Posted by switch.dota
Glad to see someone persistent enough to figure out the inner workings of things. Thnaks for all the effort and info!  Now this should be presented to the experienced modders to see if there's anything to be done about it (i.e. remove the dial or smth).
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One of the developers was kind enough to PM me back re: this, and is actually going to look into it, time permitting. (I'm absolutely ecstatic about that, btw -- three cheers for Ubisoft Romania!

) So with any luck the modder's help won't be necessary. That was actually my goal once I figured out that there was a problem: create a mod to fix it. That's still my goal, if it comes to that -- but I haven't figured out any way to make it work as intended with the tools I have available, so far.
In the meantime, I'm hard at work running more empirical testing to answer a bunch of other questions I have about the internal working of the sim. Before I get back to it, I'll try to answer a couple of questions people posted here in the thread:
Quote:
Originally Posted by Bando
Nomad, when you're looking at the torpedo files, you may want to take a look at the explosive poweras as well.
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I haven't run any specific testing or tweaks on the torpedo explosion powers or damage radiuses yet, but the tests I've run so far make me think that's something's definitely 'off'. If you watch that video I just posted, for example, note how much damage (big explosion!) the torpedos do to the freighters even though they exploded some ~50 meters away! I'm no torpedo expert, but I would think that a torpedo exploding
50 meters away should do almost no damage at all, right? In a few of my tests, the freighters even sank with a
single torpedo detonated at 50 meters. Note that I haven't changed the torpedo power or radius values
at all -- that video was made with stock values there. I'll put this at 'high priority' on my list of things to look into and I'll try to run some more specific tests ASAP.
Quote:
Originally Posted by PepsiCan
How reliable are the magnetic exploders in the game? Do they fail often or is it a (near) 100% hit rate?
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I'm actually running some tests right now to answer this as well as some of my own 'reliability' related questions. I'll post my findings as soon as I'm done.
Cheers, everyone. Here's to making an excellent sim even better.
nomad_delta