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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#646 |
Watch
![]() Join Date: Apr 2007
Posts: 23
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Hey Beery, I love your RFB 2.7. Thanks a lot for your fine work.
In particular I find your Nomograph on the map page to be just he ticket for nailing the target speed. I don't need a chronograph. If you plan to do an RFB mod for 1.3, I hope you will include the nomograph. Thanks Again |
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#647 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: St. Louis, MO, USA
Posts: 772
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Every patrol I have come back with a ship or two sunk. I think I've ID'd maybe 5 or 10 torps that veered off (probably with another 5 or 10 that I didn't notice veering off). The majority of my bad fish explode early. The bad fish have been frustrating (as they very well should be), but nothing like the 100% failure rate you are getting. Perhaps it truly is just a spot of supreme bad luck. Or perhaps you should suspect sabotage:hmm: Everyone is a suspect ![]() |
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#648 | ||
A-ganger
![]() Join Date: Apr 2005
Location: Texas
Posts: 72
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I believe it was Blair that said,"had it not been for the poor performance of the Mk14, the invasion of the Dutch East Indies might not have succeeded." American submarines encountered nearly every troop convoy/task force sent for the invasion, attacked a number of Japanese battleships and carriers, and came away with nothing. Talk about frustration! Just imagine the high number of kills acheived after the problems were solved with the Mk14 and apply that to 1942. War would have been much, much different.
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#649 |
Watch
![]() Join Date: Apr 2005
Location: Sweden
Posts: 17
Downloads: 50
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Here is also some info about the torpedoes.
http://www.geocities.com/Pentagon/1592/ustorp2.htm |
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#650 | |||
Watch Officer
![]() Join Date: May 2005
Posts: 335
Downloads: 52
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I am not saying you are wrong. I am just reporting my findings. Maybe replacing the file "resets" the malfunction chance or something. Maybe the altered Torpedoes_US.sim file is making the torps act like ships and they are now goverened by the collision avoidance AI. Who knows. Until we find the "Rosetta Stone" of the torpedo environment we can only guess at what effects modding the .sim file will have. :hmm: :hmm: :hmm: Quote:
I hope that we can make this mod work since it is unrealistic to have all torps run perfectly as in stock. However all torps hooking 20 deg to port is unrealistic as well. And Beery, thanks again for the RFB mod. I am not slamming RFB in any way. I am just trying to help. ![]()
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The day publishers figured out that they could sell flashy first person shooters to teenagers in numbers greater than sand on a beach was the day that quality simulations died. --Col. Tibbets UBI SHIV Forums I guess they should have made SH4 an open boat where we run around inside and shoot each other a 1000 times. They seem to handle those games with numerous patches. --Longam UBI SHIV Forums A sad day has dawned... |
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#651 |
Captain
![]() Join Date: May 2006
Location: Niskayuna, NY
Posts: 482
Downloads: 103
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I have a question... in the torpedo settings, are there separate settings for the different types of torpedo failures? Or just one setting? I'm away from my desktop right now, so I can't look it up myself.
The reason I ask? If it's one setting, I wonder if it's using it to decide when to throw a random failure for a time... sometimes it's running deep, sometimes it's a premature detonation, sometimes it's a gyro failure. When we ramp up the failure rate, we're seeing many failures of random types... only it doesn't randomize the types of failure often enough. So we're trying to model consistent issues with running depth or duds, and SH4 suddenly throws a string of fish that won't track correctly. Last edited by theluckyone17; 05-29-07 at 01:43 PM. |
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#652 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#653 |
Watch
![]() Join Date: Nov 2005
Location: San Jose, CA
Posts: 26
Downloads: 30
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The chance of a torpedoe veering off is determined by a 'roll of the dice', but I believe the random number generator (or die) is not functioning correctly. Therefore in some instances all torpedoes fired will use the same die roll. Either all will be straight as an arrow, all will run deep or all will veer off. The number generator is supposed to go to the next number in the seed, but somehow it does not.
This same number could cause the same missions to repeat over and over again, which is another bug that is popping up for a lot of people. |
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#654 |
Swabbie
![]() Join Date: May 2007
Posts: 13
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I have a quick question regarding the deck gun damage (I did try searching for the answer first, but with 33 pages...
![]() And THANKS Berry for RFB!!! I could not imagine playing SH4 without it. |
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#655 | |
Über Mom
![]() Join Date: May 2005
Location: Jerusalem, Israel
Posts: 6,147
Downloads: 5
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According to the article, as of around Dec. 1943, "Magnetic influence exploders were not used by US Navy submarines through the balance of WW II". Should this and can this be modded into the game? Is it possible to force the exploder dial to the CONTACT position to accomplish this? |
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#656 | |
Captain
![]() Join Date: May 2006
Location: Niskayuna, NY
Posts: 482
Downloads: 103
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How often does this "die get rolled"? As each fish leaves the tube? Once, at the start of the patrol? Once, at the start of each loaded game? 'Course, this is probably hard to concretely verify without actually looking at the source code, but we should be able to get an idea based off how often it happens, and our actions in between (though it's going to be a pain in the arse).
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#657 | ||
Watch Officer
![]() Join Date: May 2005
Posts: 335
Downloads: 52
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The answer to all our SHIV problems is going to be "42". LOL! :rotfl:
__________________
The day publishers figured out that they could sell flashy first person shooters to teenagers in numbers greater than sand on a beach was the day that quality simulations died. --Col. Tibbets UBI SHIV Forums I guess they should have made SH4 an open boat where we run around inside and shoot each other a 1000 times. They seem to handle those games with numerous patches. --Longam UBI SHIV Forums A sad day has dawned... |
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#658 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
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I started a new career, started reusing the rfb file for the us torps and my "hitrate" is about 30%. Back to normal I guess.
![]() I really have no idea why 36 torps in a row went deep. Tried all day to figure it out, almost threw my monitor out the window, my wife loves my bold head, the children won't come within 20 yards of me and the dog is barking to me all day. ![]() Yeah, back to normal ![]() |
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#659 | |
Stowaway
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I have increased RFB deck gun effect values because they were too weak for my taste. Last edited by Julius Caesar; 05-29-07 at 04:53 PM. |
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#660 |
Frogman
![]() Join Date: Apr 2006
Location: England
Posts: 300
Downloads: 15
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I find, after 6 patrols using 1.27 in 1942, I either get 80+% torpedo accuracy or bugger all torpedo accuracy in each patrol. If I don't get a hit in the first 4 or 5 shots I don't get a hit in the entire patrol. I get 3 bad patrols to 1 good patrol. Overall the stats work out okay but I don't think they should cluster like that, each patrol should average out at about 25%-30% accurate.
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"Pitt was the greatest fool who ever lived to encourage a mode of war which they who commanded the seas did not want, and which, if successful, would deprive them of it." Earl St.Vincent (allegedly) |
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