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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#61 | |
Navy Seal
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The rest is understandable I suppose - I'm just trying to strike a balance in this case. |
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#62 |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
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I've been doing something thinking about the gyro things - it's still happening..
![]() Basically: I apply your file, all the torps run away. I take it off, I can hit things again. yet, when I try single missions they all seem to work the way the new dud file should. All my campaign patrols where I've had the trouble have been very early war ![]() To be honest as well, I've no real idea whether they were shooting off at 30 degrees or so, it might have been smaller but it's pretty hard to tell when everything is happening at once. Hopefully if it is smaller I'll be able to compensate for it. It's well mad. |
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#63 |
Navy Seal
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What if I try to send you a file without the gyro errors?
Still sounds bizzare. I haven't seen a single one in any of my test patrols yet... |
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#64 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I don't think I'm using the very latest version, but I fired 9 torps at a TF, got 2 hits. One unintended on a fleet oiler that superimposed himself in front of a Hiryu, and one on Hiryu. I got 4 prematures (high speed setting on torps) in rough seas. 1 circle runner exploded close aboard. Too close for comfort. 2 misses.
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#65 | |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
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#66 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Fired the rest of the fish. Very bad shots presented as the TF retired. 1 hit on a Kuma, it sunk. One dud. 5-6 prematures. changed to run deeper, got a few clean "hits" under the keel close, no trigger.
!$!$%#@#%! ^^^ as it should be ![]() |
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#67 |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
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![]() ![]() minimum angle #1 = 0 maximum angle #1 = 30 chance percent #1 = 100 minimum angle #2 = 30 maximum angle #2 = 70 chance percent #2 = 100 minimum angle #3 = 70 maximum angle #3 = 90 chance percent #3 = 100 dud reduction speed = 35 dud reduction rate = 35 I launch waves of torpedos, manual or auto, in the school mission Mogami cruiser. Contact only (slow and fast). Torps still hit and explode, just like according to the default game values. Why does is act like it is ignoring the new values?? I made sure the old copy of the file is out of the directory. ALL the torps should be duds! ![]() It seems the game is ignoring the values for the contact pin failure rates in Torpedo_US.sim . Using some secret value elsewhere. It does the same if you set the torp speed different. (tried that while waiting for the patch, it ignored changes to speed to fix bug). |
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#68 |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
Uploads: 0
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More info: All the gyro torps are firing off at an angle of 18 degrees to port. Strangely, When I dial in 18degrees to my torp settings I get the torp going where I want it to go but in now exhibits proper dud problems (Depth keeping for example.) This is really odd.
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#69 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
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Is this a problem with the tweak file? I will have to do more testing as anything I say is based only a few quick tests, but I got duds and I am sure I had gyro angle faults too, cause they went off at a very strange angle..
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#70 |
Helmsman
![]() Join Date: Apr 2007
Posts: 103
Downloads: 0
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I just have to say, you guys are an interesting breed.
![]() I would prefer much better enemy A.I. in terms of convoys and attacking destroyers, but leave my torps be PLEASE! That, or give me 50 torps per patrol. The long boring RTB sometimes takes more time then the actual in-mission stalking/attacking. But if you like it, more power to you. Just don't attack me for wanting 25% more powerful torps that rarely fail. ![]() |
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#71 |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
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You can play the game any way you want to mate, I just prefer my simulations to simulate something...
![]() Last edited by Egan; 04-27-07 at 07:14 AM. |
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#72 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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^^
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#73 | |
Navy Seal
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This is what I mentioned earlier; I believe when you leave them set at magnetic, they will not use the impact dud rate, and it is elsewhere. Quite strange. I'm hoping that the prematures and depth errors mostly compensate for it. Egan - here is a gyro-error-less file for you, see what happens here: http://senduit.com/00f499 7Enigma - I did make every caution I could in the beginning of the thread, didn't I? ![]() I for one don't have any superiority complex out of my status as a Hardcore Subsim Skipper (I have test results to prove it!), but I play the game the way I play and I'll mod it the way I want. All the power to ya if you want something else though... PS - I've been having some computer trouble lately, so I'm sort of getting slowed down with some of this. I may need to replace a stick of RAM before I get back to modding/testing this again... |
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#74 | |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
Downloads: 0
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Notice the Magnetic or Contact setting always flips back to Magnetic after you fire your torpedo, or going back and forth to certain game screens. I even seen it flip back on its own sometimes randomly after about 30 seconds. I think the premature settings and deep running settings work. I set them to zero and I do not have much for duds or deep runners. I was trying to change Dud Reduction rate to see if that reduces the chance your next torpedo will still be a dud due to firing angle. Plus tested with angles such as 0 to 180, or 0 to 360. So far, the data is not being used in game. Can someone want to try this? Set your torps tweak with 100% impact angle failure rate, impact only, Mark 14 set for slow. They still seem to explode to the old default values.~ 0-30 15%, 30-70 35%, 70-90 99% failure. |
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#75 |
The Old Man
![]() Join Date: Nov 2005
Location: USA, Massachusetts
Posts: 1,477
Downloads: 18
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I just read something from LukeFF's "Realistic Ranks and Crew Mod" that I wasn't aware of. Maybe you aren't either. In the readme it says:
"-Skills: This mod also removes the unrealistic IncreaseTorpedoSpeed and IncreaseTorpedoDamage local abilities. Torpedoes are complex weapons, so while a crew could be expected to decrease their loading times and increase their maintenance skills, there is no way a commander would allow the crew to tinker with sensitive items like the propulsion system and warhead." So maybe it is possible the crew ratings are messing with these torp failure rates?
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