SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 06-02-07, 01:21 PM   #736
Bando
Commodore
 
Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
Uploads: 0
Default

Pantherhercules, are you sure you did not use the torp mod?
I did something simular with stock torps and they were ALL hits. Second attempt, ALL hits, 3rd attempt, 1 miss rest (15) hits. I then stopped testing and reinstalled CCIP's mod (well included in RFB 1.27)

Greetings
Bando
Bando is offline   Reply With Quote
Old 06-02-07, 02:28 PM   #737
panthercules
The Old Man
 
Join Date: Apr 2005
Posts: 1,336
Downloads: 6
Uploads: 0
Default

Quote:
Originally Posted by Bando
Pantherhercules, are you sure you did not use the torp mod?
I did something simular with stock torps and they were ALL hits. Second attempt, ALL hits, 3rd attempt, 1 miss rest (15) hits. I then stopped testing and reinstalled CCIP's mod (well included in RFB 1.27)

Greetings
Bando
Well, I'm using all of RFB 1.26 (not yet 1.27, but the readme to 1.26 says CCIP's torpedo mod is already in 1.26) except that I retrieved the stock torpedo file from my backup clean install, and installed it (via JSGME, of course) as a new "mod" on top of RFB 1.26. However, on my next set of tests (firing 19 torps in same setup as above), I got the following:

- again, all 19 went essentially where they were aimed (a couple drifted maybe 1-2 degrees to the right of where I thought they would);

- at 19', the first two passed under without exploding (one set to C, one to C/I);

- at 18', the next two (one set to C, one to C/I) both exploded at or just under the bottom of the hull - BUT, neither did any apparent damage (none on impact, none showing after the time it took to reload all 4 tubes);

at 18', one set at C/I exploded about 3-4 feet below the forward hull (this one veered about 1-2 degrees right - should have hit dead center) - fire and flooding, down by the bow:

at 13' (set to C, 1 degree left spread), normal impact explosion, left of the previous one but still right of center);

at 12' (set to C, 2 degrees left), normal impact explosion, at center (so left of previous one, but not as left on ship as it should have been); ship sank - reloaded mission;

at 22', both torps (one C, one C/I) passed underneath hull, but both exploded about 100 yards past ship;

at 20', one (C/I) passed harmlessly underneath, but one (set to C) exploded just underneath hull (very close - may have hit, or maybe 1' under - hard to tell)

at 15', 3 torps (all set to C, with 1L, 0 and 1R spread) all had normal impact explosions); ship sank - reloaded mission;

at 20', one (set to C/I) passed barely under with no explosion, but one (set to C/I with 1L spread) exploded just underneath (again, maybe hit, maybe 1' under);

at 20' one (set to C/I with 1R spread) passed barely under with no explosion, but one (set to C with 0 spread) exploded just underneath (again, maybe hit, maybe 1' under);

at 13', one (set to C) had normal impact explosion (ship sank, got tired of reloading);

So, this time around, out of the 19, 12 exploded on/near target (though 2 did no apparent damage, so I suppose they may have been near-miss prematures even though graphically they seemed to hit - so about a 45% failure rate taking those wussy no-damage ones into account. Essentially, 2 prematures and 8 possibly deep runners (though 3 of those were set to contact so they may have been running fine and probably would not count as "failures", in which case only 7 of the 19 would be failures, for a 37% failure rate this time.

The one thing I'm still puzzled by is (1) still no impact firing pin duds - are they not modeled in stock? (are they modeled in CCIP?) and (2) I can't seem to discern any pattern of difference between contact and contact/influence settings on torps that run under - if they pass really close/hit the very bottom of the hull, both C and C/I seem to explode, and if they pass what looks like the "right" distance of maybe 3-4 feet below neither C nor C/I explode (except I have had one, set to C/I, explode at what seemed like 3-4 feet under the hull - it's hard to tell - what looks like 3-4 feet is probably much farther, given that the diameter of the torps is almost 2 feet). Was this modded somehow in a different file to try to get rid of the effect some people were reporting early on about maybe the switch positions being reversed or something?
__________________
panthercules is offline   Reply With Quote
Old 06-02-07, 02:47 PM   #738
MudMarine
Loader
 
Join Date: May 2007
Location: Orange Park, Fl
Posts: 85
Downloads: 2
Uploads: 0
Default Need for test bench scenarios.

We are getting a varity of data. Here is the problem. The scenario or campaign conditions vary. We need tow scenarios that will work as the test range to gather our data. Another to consider, scenario vs campaign. Two different conditions. May be there are conditions in the campaign that effect torpedo behavor differently.

a campaighn test reange would be impossible to replicate, to may vaiables. Those variables can only be controlled in a scenario. Someone with scenario creation experience needs to creat two or three. I think , harbor, near land and deep water would work fine. All testers need to use these same scenarios to test torpedoes at short, med, long ranges, contact and magnetic. Each test needs to have the outside camera enabled to watch the result of each fish launch and manally amke a recordof the behaior. These scenarios that are created can call torpedo test 1,2 and three. The need to be uplaod to a sight for testers to down load. Each scenario shouldhave a readme file with test procedures to use and record keeping procedures and reporting procedures. This will allow everyone interested a chance to analise the results and comment. If we are luck we may solve the problem.


As not to hijack this thread we need to start another,RFB Torpedo Test Center thread.
There posted a mission statment and what we hope to achive and how we are to achive it. How does my Idea fly out there?
__________________
Harder Ya train in peace, the less Ya bleed in war. Ya drill as if Ya was in combat and combat becomes a drill.

*****Semper Fidela's*********

MudMarine,
USMC 1972-1985 Aviation
MudMarine is offline   Reply With Quote
Old 06-02-07, 02:51 PM   #739
MudMarine
Loader
 
Join Date: May 2007
Location: Orange Park, Fl
Posts: 85
Downloads: 2
Uploads: 0
Default Great test

Quote:
Originally Posted by panthercules
Quote:
Originally Posted by Bando
Pantherhercules, are you sure you did not use the torp mod?
I did something simular with stock torps and they were ALL hits. Second attempt, ALL hits, 3rd attempt, 1 miss rest (15) hits. I then stopped testing and reinstalled CCIP's mod (well included in RFB 1.27)

Greetings
Bando
Well, I'm using all of RFB 1.26 (not yet 1.27, but the readme to 1.26 says CCIP's torpedo mod is already in 1.26) except that I retrieved the stock torpedo file from my backup clean install, and installed it (via JSGME, of course) as a new "mod" on top of RFB 1.26. However, on my next set of tests (firing 19 torps in same setup as above), I got the following:

- again, all 19 went essentially where they were aimed (a couple drifted maybe 1-2 degrees to the right of where I thought they would);

- at 19', the first two passed under without exploding (one set to C, one to C/I);

- at 18', the next two (one set to C, one to C/I) both exploded at or just under the bottom of the hull - BUT, neither did any apparent damage (none on impact, none showing after the time it took to reload all 4 tubes);

at 18', one set at C/I exploded about 3-4 feet below the forward hull (this one veered about 1-2 degrees right - should have hit dead center) - fire and flooding, down by the bow:

at 13' (set to C, 1 degree left spread), normal impact explosion, left of the previous one but still right of center);

at 12' (set to C, 2 degrees left), normal impact explosion, at center (so left of previous one, but not as left on ship as it should have been); ship sank - reloaded mission;

at 22', both torps (one C, one C/I) passed underneath hull, but both exploded about 100 yards past ship;

at 20', one (C/I) passed harmlessly underneath, but one (set to C) exploded just underneath hull (very close - may have hit, or maybe 1' under - hard to tell)

at 15', 3 torps (all set to C, with 1L, 0 and 1R spread) all had normal impact explosions); ship sank - reloaded mission;

at 20', one (set to C/I) passed barely under with no explosion, but one (set to C/I with 1L spread) exploded just underneath (again, maybe hit, maybe 1' under);

at 20' one (set to C/I with 1R spread) passed barely under with no explosion, but one (set to C with 0 spread) exploded just underneath (again, maybe hit, maybe 1' under);

at 13', one (set to C) had normal impact explosion (ship sank, got tired of reloading);

So, this time around, out of the 19, 12 exploded on/near target (though 2 did no apparent damage, so I suppose they may have been near-miss prematures even though graphically they seemed to hit - so about a 45% failure rate taking those wussy no-damage ones into account. Essentially, 2 prematures and 8 possibly deep runners (though 3 of those were set to contact so they may have been running fine and probably would not count as "failures", in which case only 7 of the 19 would be failures, for a 37% failure rate this time.

The one thing I'm still puzzled by is (1) still no impact firing pin duds - are they not modeled in stock? (are they modeled in CCIP?) and (2) I can't seem to discern any pattern of difference between contact and contact/influence settings on torps that run under - if they pass really close/hit the very bottom of the hull, both C and C/I seem to explode, and if they pass what looks like the "right" distance of maybe 3-4 feet below neither C nor C/I explode (except I have had one, set to C/I, explode at what seemed like 3-4 feet under the hull - it's hard to tell - what looks like 3-4 feet is probably much farther, given that the diameter of the torps is almost 2 feet). Was this modded somehow in a different file to try to get rid of the effect some people were reporting early on about maybe the switch positions being reversed or something?
Great test to your question have not played enough to form an opinon.
__________________
Harder Ya train in peace, the less Ya bleed in war. Ya drill as if Ya was in combat and combat becomes a drill.

*****Semper Fidela's*********

MudMarine,
USMC 1972-1985 Aviation
MudMarine is offline   Reply With Quote
Old 06-02-07, 03:23 PM   #740
oiler
Sailor man
 
Join Date: Dec 2006
Posts: 44
Downloads: 3
Uploads: 0
Default

question about water clarity : Is it possible to change underwater visibility in this mod? Can i make this alone??
oiler is offline   Reply With Quote
Old 06-02-07, 04:13 PM   #741
:FI:Rabitski
Mate
 
Join Date: May 2007
Posts: 51
Downloads: 26
Uploads: 0
Default

Those test as you stated are being carried out useing the 1.26, But I thought the problem, if there is one came with the 1.27. I to had the gyro problem with my torpedos, I was setting up on the lead ship of a small convoy, I fired all 4 bow tubes. they went way off to the left and ended up hitting the 2nd ship in the line, oh well I thought better that then nothing @ all, thinking I may have messed up the targeting or something like that. The ship I hit didn't sink so I set up for a stern shot @ this stage it was dead in the water, so i fired tube 5 and off it went to the left, same with 6,7 & 8. I turned about again and fired 2 re loads from the bow but again they went off @ 45dgr. I quit the game and came on here to see if anyone elce was having the problem and saw the post about taking out the torpedo_sim file from RFB 1.27. I did that but I decided to replace it with the one from RFB 1.26 and re loaded the game but again I had the 45dgr to the left shot's, so in the end sadly I just took out the torpedo_sim file, I guess 3 major fault's is all I can handle.
Apart from that I just want to say Thank you to all the Modders for there hard work making this game playable.
:FI:Rabitski is offline   Reply With Quote
Old 06-02-07, 08:20 PM   #742
MudMarine
Loader
 
Join Date: May 2007
Location: Orange Park, Fl
Posts: 85
Downloads: 2
Uploads: 0
Default At least three versions witn Torpedo mod

Quote:
Originally Posted by :FI:Rabitski
Those test as you stated are being carried out useing the 1.26, But I thought the problem, if there is one came with the 1.27. I to had the gyro problem with my torpedos, I was setting up on the lead ship of a small convoy, I fired all 4 bow tubes. they went way off to the left and ended up hitting the 2nd ship in the line, oh well I thought better that then nothing @ all, thinking I may have messed up the targeting or something like that. The ship I hit didn't sink so I set up for a stern shot @ this stage it was dead in the water, so i fired tube 5 and off it went to the left, same with 6,7 & 8. I turned about again and fired 2 re loads from the bow but again they went off @ 45dgr. I quit the game and came on here to see if anyone elce was having the problem and saw the post about taking out the torpedo_sim file from RFB 1.27. I did that but I decided to replace it with the one from RFB 1.26 and re loaded the game but again I had the 45dgr to the left shot's, so in the end sadly I just took out the torpedo_sim file, I guess 3 major fault's is all I can handle.
Apart from that I just want to say Thank you to all the Modders for there hard work making this game playable.
Last night Iwas lookin over RFB mod readme to see what mods were applied. In version 1.25, 07051: Added Dud Torpedo mod. Mod by CCIP (Data\Library\Torpedoes_US sim.

It was carried over to version 1.26 and 1.27.

Which other three faults? I know the stock 1.2 is packed full of them ( Note: New to SH4 and very little sim time,info gathered from reading threads on this forum.)and some work arrounds to fix through modding.

I did run into one the high magnification gun impact drift of target.
__________________
Harder Ya train in peace, the less Ya bleed in war. Ya drill as if Ya was in combat and combat becomes a drill.

*****Semper Fidela's*********

MudMarine,
USMC 1972-1985 Aviation
MudMarine is offline   Reply With Quote
Old 06-02-07, 08:42 PM   #743
panthercules
The Old Man
 
Join Date: Apr 2005
Posts: 1,336
Downloads: 6
Uploads: 0
Default

Not sure, but I didn't see any indication that 1.27 had changed anything about the CCIP dud torpedo mod that was already in 1.26 - if that's the case, then tests with 1.26 ought to be as good as with 1.27 - if not, then 1.26-based tests won't be too useful I guess.

I decided to try one more test series, this time after putting the RFB 1.26 torpedo file back in, to compare it to my stock tests. Interesting results - won't repeat all the details, but basically out of 28 Mk. 14 torps fired:

- of 18 set on C/I, at various depths from 15' to 22', 11 ran deep and passed under the 19' draft Liberty without exploding, 3 prematured or veered off (not sure which - they were all the second shot in a 2-shot salvo and never showed up at the ship), 1 bounced off the lower hull, 2 impact-exploded and 2 magnetic-exploded;

- of 10 set on C, at 10' to 12', 1 prematured, 1 passed under and magnetic-exploded, 1 passed under without exploding, 1 bounced off lower hull and 3 bounced off middle hull, 1 disappeared (probably prematured or veered off), and 2 impact exploded.

In short, 6 hits out of 28, for a 78% failure rate, with (finally) some impact firing pin duds and a pretty good mix of other types of failures.

So, guess I'll keep the RFB torpedo file for now after all, and maybe do some more testing for a separate torpedo test thread like suggested above.
__________________
panthercules is offline   Reply With Quote
Old 06-02-07, 10:16 PM   #744
:FI:Rabitski
Mate
 
Join Date: May 2007
Posts: 51
Downloads: 26
Uploads: 0
Default

The 3 faults' I was refering to were the fault's the Mk 14 had early in the war, running to deep, Magnetic exploders that didn't work and weak firing pin's, all of which I was ok with as that's how it was, but having fired 10 torpedos and have every 1 of them shoot off @ least 45dgr's from the target seemed a bit much for me. Now if this was also an a problem with the Mk 14's that I didn't know about then I'll re-think putting in the torpedo file, I did like having the dud's and the torpedo's running under my target's, sure I'd want to pull my hair when they failed to go off but them's the breaks. But having 100% failure rate all for the same reason on 1 mission does not seem right. And now that I think more on the subject, the mission I played before the one I stated above I did have dud's and torp's running to deep but no gyro problems, so now I'm even more confused.
:FI:Rabitski is offline   Reply With Quote
Old 06-02-07, 10:49 PM   #745
MudMarine
Loader
 
Join Date: May 2007
Location: Orange Park, Fl
Posts: 85
Downloads: 2
Uploads: 0
Default 20 Degree port Gyro error.

Before I started the thread I need to reread the issue of the Torpedos in this thread. Interesting find that Krupp reported this issue with Version 1.23, way before it was part of 1.25.

Quote:
05-08-2007, 11:19 AM #264
Krupp
Watch Officer
Join Date: Nov 2005
Posts: 346
--------------------------------------------------------------------------------
My torpedoes have a bad habbit to turn about 20 degrees to port after firing. I'm not sure if it's RFB123, but it happens again. Earlier it happened with the torpedomod (the one for hardcore skippers), but I uninstalled it and until now, I didn't have any problems.
This post tells me it is an issue with CCIP's Dud Torpedoes HardCore mod. I have read and searched the entire thread and this isthe first mention of this mod.

My understanding from this post by Galanti who help tested the mod , His reply to Beery.
Quote:
Quote:
Originally Posted by Beery
Quote:
Originally Posted by 602Sqn_Puff
Can I ask if anything was touched with the spread dial in the PK?
As far as I know, no. But CCIP is the expert on the torpedo stuff.
I believe we noticed while testing the Hardcore Torpedoes mod that the Mk14s had a pretty consistent gyro angle error of about 20 degrees to port.
A consistant error of 20 degrees to port, interesting.
what buteobuteo wrote

Quote:
If I recall right EGAN reported the same thing when testing CCIP's Dud Torpedo Mod.
Two testers with the same problem and the problem goes awy after the mod is uninstalled.

This gyro problem is not that historic in accordance with this article posted by Sfinx
http://www.geocities.com/Pentagon/1592/ustorp2.htm

This article mentions contact and magnetic exlpoders and depth control. Nothing about gyro error. The gyro error that skippers are experincing is not historical. The only mention I can recall is the Tang being sunk bya torpedo that was fired and cirled back.

I might sugest someone remod the DUd Torpedo Hardcore\torpedo _US.sim file, just change the gyro error seting back to stock 1.2 settings and see what happens.
__________________
Harder Ya train in peace, the less Ya bleed in war. Ya drill as if Ya was in combat and combat becomes a drill.

*****Semper Fidela's*********

MudMarine,
USMC 1972-1985 Aviation
MudMarine is offline   Reply With Quote
Old 06-03-07, 08:08 AM   #746
Beery
Admiral
 
Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
Default

Jace11 found and fixed the torpedo gyro angle bug, putting it back to its vanilla SH4 level. It seems that this bug is in vanilla SH4 but it's made ten times more likely to appear when using the torp mod. The bug seems not to really be a gyro angle bug - it's more that if it does show up on a patrol 100% of torpedoes will have the gyro angle problem.

Since even in unmodded SH4 this bug occurs, I've considered removing the chance of a gyro angle problem altogether. If others can give input into this idea that would be great.

Again, this bug is in vanilla SH4. That's why I'd experienced it BEFORE I ever used CCIP's mod. It is an intermittent problem that causes a particular failure type to occur in ALL torpedoes used during a patrol.
__________________
"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.
Beery is offline   Reply With Quote
Old 06-03-07, 08:19 AM   #747
Beery
Admiral
 
Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by MudMarine
Before I started the thread I need to reread the issue of the Torpedos in this thread. Interesting find that Krupp reported this issue with Version 1.23, way before it was part of 1.25...
Yes, because the problem is not caused by CCIP's torpedo mod. It's a vanilla SH3 bug, as I suspected. However, apparently it is made worse by the mod.

I also reported it on May 3rd, before I'd ever used the dud torpedo mod, which is how I knew the bug couldn't be caused by the mod.
__________________
"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.
Beery is offline   Reply With Quote
Old 06-03-07, 09:40 AM   #748
Beery
Admiral
 
Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
Default

RFB version 1.28 is now available. Download link as usual in the first post in this thread.

New in this version:

BetterScopes mod. Mod by l3th4l based on a mod by CaptainCox and on an idea for reducing brightness by Kataki.

Mav's Camera mod v.2. Mod by Mav87th.

Added ability to open and close torpedo tube doors manually. Removed automatic closing of tube doors. Mod by Fearless based on CCIP's and/or Ducimus's originals.

Added message for closing torpedo doors. Mod by Beery.

Added new controls to in-game help screen. Mod by Beery.

Reduced the number of boats available for career starts to suit historical availability.

Adjusted aircraft bomb loadouts and ranges. Mod by Tater.

Reduced incidence of SH4's torpedo gyro angle bug (the one where all of your sub's torpedoes veer off by 20 degrees to port) back to standard SH4 levels. Fix by Jace11.

Adjusted Realistic Crew Configs mod to suit new data. Mod by LukeFF.
__________________
"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.

Last edited by Beery; 06-03-07 at 10:28 AM.
Beery is offline   Reply With Quote
Old 06-03-07, 10:08 AM   #749
MudMarine
Loader
 
Join Date: May 2007
Location: Orange Park, Fl
Posts: 85
Downloads: 2
Uploads: 0
Default Problem Componded?

Quote:
Originally Posted by Beery
Jace11 found and fixed the torpedo gyro angle bug, putting it back to its vanilla SH4 level. It seems that this bug is in vanilla SH4 but it's made ten times more likely to appear when using the torp mod. The bug seems not to really be a gyro angle bug - it's more that if it does show up on a patrol 100% of torpedoes will have the gyro angle problem.

Since even in unmodded SH4 this bug occurs, I've considered removing the chance of a gyro angle problem altogether. If others can give input into this idea that would be great.

Again, this bug is in vanilla SH4. That's why I'd experienced it BEFORE I ever used CCIP's mod. It is an intermittent problem that causes a particular failure type to occur in ALL torpedoes used during a patrol.
So CCIP's mod just componded the problem? Yikes, This sounden like a detective story. That being the case the only thing nessary is to place the gyro variable back to stock 1.2 values if this value was modded. That would solve the gyro problem or at lest place it back to stock values.

I think the other problem of 100% bad batches of torprdoes for campaign war patrols willbe harder to track down. I thought there would be a clue in the campaign cfg file.

extract from file, campaign.cfg
;Silent Hunter 4 Dynamic Campaign Data
;=====================================
;Map names (oceans, seas, straits and islands)
;=============================================

[Section 1]
FileName=data/Campaigns/Campaign/Campaign_NMS.mis
StartDate=19380101
EndDate=19451231
GameModes=SingleMission,SinglePatrol,Career,Multip layer Cooperative,Multiplayer Adversarial,NavalAcademy
InclusionProbability=100
MinimumDifficultyRating=0
MinimumPlayerRating=-3
EntryFocalPointLong=0
EntryFocalPointLat=0
MaximumDistanceFromStartPoint=90000
ExclusiveLayer=No
ExclusiveLayerID=0
;Cities and harbors
;==================
[Section 2]
FileName=data/Campaigns/Campaign/Campaign_LOC.mis
StartDate=19380101
EndDate=19451231
GameModes=SingleMission,SinglePatrol,Career,Multip layer Cooperative,Multiplayer Adversarial,NavalAcademy
InclusionProbability=100
MinimumDifficultyRating=0
MinimumPlayerRating=-3
EntryFocalPointLong=0
EntryFocalPointLat=0
MaximumDistanceFromStartPoint=90000
ExclusiveLayer=No
ExclusiveLayerID=0


I wonder if the problem is here: InclusionProbability=100

This is set for every entry of this file.
I wonder what would happen if the value here was set to =50 or 75

The other files of this cfg
;Empire of Japan campaign data
;=============================
;Japanese harbor traffic
;=======================
[Section 3]
FileName=data/Campaigns/Campaign/Jap_HarborTraffic.mis
StartDate=19380101
EndDate=19451231
GameModes=SingleMission,SinglePatrol,Career,Multip layer Cooperative
InclusionProbability=100
MinimumDifficultyRating=0
MinimumPlayerRating=-3
EntryFocalPointLong=0
EntryFocalPointLat=0
MaximumDistanceFromStartPoint=90000
ExclusiveLayer=No
ExclusiveLayerID=0
;Japanese minefields
;=======================
[Section 4]
FileName=data/Campaigns/Campaign/Jap_Minefields.mis
StartDate=19380101
EndDate=19451231
GameModes=SingleMission,SinglePatrol,Career,Multip layer Cooperative
InclusionProbability=100
MinimumDifficultyRating=0
MinimumPlayerRating=-3
EntryFocalPointLong=0
EntryFocalPointLat=0
MaximumDistanceFromStartPoint=90000
ExclusiveLayer=No
ExclusiveLayerID=0
;Japanese coastal battery
;=======================
[Section 5]
FileName=data/Campaigns/Campaign/Jap_CoastalBattery.mis
StartDate=19380101
EndDate=19451231
GameModes=SingleMission,SinglePatrol,Career,Multip layer Cooperative
InclusionProbability=100
MinimumDifficultyRating=0
MinimumPlayerRating=-3
EntryFocalPointLong=0
EntryFocalPointLat=0
MaximumDistanceFromStartPoint=90000
ExclusiveLayer=No
ExclusiveLayerID=0
;Japanese aircover
;=======================
[Section 6]
FileName=data/Campaigns/Campaign/Jap_AirCover.mis
StartDate=19380101
EndDate=19451231
GameModes=SingleMission,SinglePatrol,Career,Multip layer Cooperative
InclusionProbability=100
MinimumDifficultyRating=0
MinimumPlayerRating=-3
EntryFocalPointLong=0
EntryFocalPointLat=0
MaximumDistanceFromStartPoint=90000
ExclusiveLayer=No
ExclusiveLayerID=0

;Japan 1941.12.1 - 1942.2.28
;===========================
[Section 7]
FileName=data/Campaigns/Campaign/41a_Jap_CoastalTraffic.mis
StartDate=19390101
EndDate=19420401
GameModes=SingleMission,SinglePatrol,Career,Multip layer Cooperative
InclusionProbability=100
MinimumDifficultyRating=0
MinimumPlayerRating=-3
EntryFocalPointLong=0
EntryFocalPointLat=0
MaximumDistanceFromStartPoint=90000
ExclusiveLayer=No
ExclusiveLayerID=0
[Section 8]
FileName=data/Campaigns/Campaign/41a_Jap_Convoys.mis
StartDate=19390101
EndDate=19420401
GameModes=SingleMission,SinglePatrol,Career,Multip layer Cooperative
InclusionProbability=100
MinimumDifficultyRating=0
MinimumPlayerRating=-3
EntryFocalPointLong=0
EntryFocalPointLat=0
MaximumDistanceFromStartPoint=90000
ExclusiveLayer=No
ExclusiveLayerID=0
[Section 9]
FileName=data/Campaigns/Campaign/41a_Jap_Merchants.mis
StartDate=19390101
EndDate=19420401
GameModes=SingleMission,SinglePatrol,Career,Multip layer Cooperative
InclusionProbability=100
MinimumDifficultyRating=0
MinimumPlayerRating=-3
EntryFocalPointLong=0
EntryFocalPointLat=0
MaximumDistanceFromStartPoint=90000
ExclusiveLayer=No
ExclusiveLayerID=0
[Section 10]
FileName=data/Campaigns/Campaign/41a_Jap_SubHunters.mis
StartDate=19390101
EndDate=19420401
GameModes=SingleMission,SinglePatrol,Career,Multip layer Cooperative
InclusionProbability=100
MinimumDifficultyRating=0
MinimumPlayerRating=-3
EntryFocalPointLong=0
EntryFocalPointLat=0
MaximumDistanceFromStartPoint=90000
ExclusiveLayer=No
ExclusiveLayerID=0
[Section 11]
FileName=data/Campaigns/Campaign/41a_Jap_TaskForce.mis
StartDate=19390101
EndDate=19420401
GameModes=SingleMission,SinglePatrol,Career,Multip layer Cooperative
InclusionProbability=100
MinimumDifficultyRating=0
MinimumPlayerRating=-3
EntryFocalPointLong=0
EntryFocalPointLat=0
MaximumDistanceFromStartPoint=90000
ExclusiveLayer=No
ExclusiveLayerID=0
[Section 12]
FileName=data/Campaigns/Campaign/41a_Jap_TroopConvoys.mis
StartDate=19390101
EndDate=19420401
GameModes=SingleMission,SinglePatrol,Career,Multip layer Cooperative
InclusionProbability=100
MinimumDifficultyRating=0
MinimumPlayerRating=-3
EntryFocalPointLong=0
EntryFocalPointLat=0
MaximumDistanceFromStartPoint=90000
ExclusiveLayer=No
ExclusiveLayerID=0
.........................................
This is just 41a and there is a 41b

In the GameModes= files this is set to 100
InclusionProbability=100

I am not famlilar with modding SH4. My interpitation of these files maybe wrong.
Maybe a clean unpredjudiced view is need.

Other files that may be need to mod if the cfg is modded:
DynamicMiss.cfg, .mis files,

another file thatmay have been over looked:
Gameplaysettings.cfg, found this entry on realism %:
[RealismPercentage]
LimitedBatteriesRealismPercentage=8
LimitedCompressedAirRealismPercentage=9
LimitedO2RealismPercentage=9
LimitedFuelRealismPercentage=9
RealisticRepairTimeRealismPercentage=9
ManualTargetingSystemRealismPercentage=17
NoMapUpdateRealismPercentage=0
RealisticSensorsRealismPercentage=8
DudTorpedoesRealismPercentage=8
RealisticReloadRealismPercentage=8
NoEventCameraRealismPercentage=7
NoExternalViewRealismPercentage=0
NoStabilizeViewRealismPercentage=8
MPShowPlayerNamesRealismPercentage=0
MPShowTorpedoesRealismPercentage=0

Another variable that may effect bad batches of Torpedoes:
[RealismPercentage]
DudTorpedoesRealismPercentage=8

80%, file reference 8 another file to look at?

Well that is all this detective could find other then Torpedo sim anddat files. I hope my leads pan out for someone
__________________
Harder Ya train in peace, the less Ya bleed in war. Ya drill as if Ya was in combat and combat becomes a drill.

*****Semper Fidela's*********

MudMarine,
USMC 1972-1985 Aviation
MudMarine is offline   Reply With Quote
Old 06-03-07, 10:18 AM   #750
Beery
Admiral
 
Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
Default

InclusionProbability is just the probability that a particular ship or location is included in the campaign. It's set to 100% for all locations. You can adjust the ship populations by reducing or increasing this number in the mission files for ships.

DynamicMiss.cfg contains info about the extra missions you're given after sending a status report. This file hasn't been examined much, but I believe it's just another sort of mission file for the dynamic campaign.

The realism percentages are just the percentage realism you get added or deducted if you add or remove those realism options. You can adjust the values to give greater or lesser weight to each realism option, which affects your score in the game.
__________________
"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.
Beery is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:44 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.