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#1 |
Planesman
![]() Join Date: Aug 2005
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Most times when I launch a torpedo, it seems to malfunction in different ways.
The torpedo continues to ping when set to pre-enable after going active. The torpedo goes into circle search when it was set to snake search. The torpedo doesn't ping when enabled in active mode, but still can lock onto a target. :hmm: I don't mind this one. All these tests were done in my trusty seawolf, which is... not so trusty anymore. :rotfl: Also seems as though countermeasure effectiveness has been reduced. Could just be my bad luck, though. |
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#2 |
The Old Man
![]() Join Date: May 2005
Location: Czech Republic
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Do we need patched patch so soon ? Well, let's hope the fixes could come faster when the game is out for good.
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#3 |
Sea Lord
![]() Join Date: Feb 2004
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Confirmed -''The torpedo continues to ping when set to pre-enable after going active. ''
Observed (but not typical) -''The torpedo goes into circle search when it was set to snake search. '' But when 'set to circle torps' turned to preenable, then re enabled they showed no circle search pattern/s. Didnt see/hear this - ''The torpedo doesn't ping when enabled in active mode,'' - they pinged fine here.
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#4 |
Watch
![]() Join Date: Apr 2002
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I can confirm also...that the torps ARE pinging when pre enabled and are NOT pinging when switching back too enabled mode (but they also ARE locking on target in enabled mode and making the kill silently where as in pre enable mode they are pinging but aren't locking the target)
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#5 |
Navy Seal
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Looks like someone mixed up a variable.
Shouldn't be hard to fix. |
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#6 | |
Sea Lord
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Raven434th:
Quote:
1. Enable with ping 2. Preenable with ping 3. Enable with ping tracked me with extreme avoidance. Ran a couple of times more - same result. Wonder if you have something different ? :hmm: Only other thing, which should not be relevant, is that I ran all Actives at 40 or 45 knots :P
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#7 |
Sonar Guy
![]() Join Date: Nov 2002
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![]() ![]() ![]() ![]() ![]() didn't notice that... have to check... would be very sad if it's true and not an effect of mess with modded doctrines... |
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#8 | ||
Officer
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![]() Quote:
I don't get the meaning of your post ![]()
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#9 |
Ocean Warrior
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Oh god this is not good... I just looked at PreEnable/Enable behavior and its is infact more or less completely FUBAR.
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#10 |
Sea Lord
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Fandango -Yesterday I was running 1.03B with LwAmi and after Dl of the new official 1.03 patch I decided on a clean
reinstall and patched up the vanilla. No LwAmi at present as I am sure that they have new stuff just over the horizon, which I am really looking forward to. ![]() All I can say is that I have reported what I have experienced with this pristine install.
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#11 |
Ocean Warrior
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Amizaur, do you see any chance of getting around this with edits to the Torpedo doctrine?
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#12 |
Watch
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This will KILL multiplayer unless fixed as you can well imagine....it means no evasion on homing torpedeos...cause ya ca't hear'm comming in.
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#13 |
Admiral
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Is this issue related only to american torpedos ?
I ask this because yesterday I played a multiplayer mission against a guy on a seawolf, and he told me in the after mission report that his torpedos were behaving strangely (as described in this thread). I was on the akula, and honestly didn't notice any problems with the 65cm. |
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#14 |
Ocean Warrior
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No, it relates to all wireguided torpedoes.
Also, the feature in the game that makes the torpedoes ping faster as they approach their target, is broken, at least for torpedoes that have been resteered and enabled for a second time or more. ![]()
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#15 |
Ocean Warrior
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Well, I have SOME good news.
The decreased ping interval for torpedoes that are homing on their targets is NOT broken for torpedoes that have not been resteered (at least for AI torpedoes). This indicates that the bug is strictly related to how the pre-enable/enable variables are being passed to the doctrine, so everything goes funny when those variables go to the doctrine, not in the engine itself. So there may be some kind of doctrine level work around... stay tuned.
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