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Old 04-26-07, 11:05 AM   #61
CCIP
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Quote:
Originally Posted by akdavis
10 had a contact exploder only and could not be set to turn on a gyro angle (they had to be fired at a 0 degree off-angle).
Actually, I've heard that it could turn on a gyro angle :hmm:
The rest is understandable I suppose - I'm just trying to strike a balance in this case.
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Old 04-26-07, 01:30 PM   #62
Egan
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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 warec 41 - Feb 42 so far. I did try one single mission In Jan '41 where the first torp had a gyro error but that was in a spread of four where the other three worked as intended.

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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Old 04-26-07, 01:50 PM   #63
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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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Old 04-26-07, 03:48 PM   #64
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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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Old 04-26-07, 04:01 PM   #65
Egan
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Quote:
Originally Posted by CCIP
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...
Yes, Please send me it. It is bizzare, i don't even think I could be using any mods that could conflit with it. I'm going to perserve on this patrol with it and see what happens in the next one.
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Old 04-26-07, 04:24 PM   #66
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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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Old 04-27-07, 02:57 AM   #67
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I am puzzled. I tried to set all the angles for the Mark 14 to 100% firing pin to be a dud.

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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Old 04-27-07, 04:20 AM   #68
Egan
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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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Old 04-27-07, 05:39 AM   #69
Jace11
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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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Old 04-27-07, 06:22 AM   #70
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I just have to say, you guys are an interesting breed. I could never wish to have realistic dud/failure rates in this game personally. After going through all the work to get a proper shot off I want it to work, 90% of the time at least! The historical hair pulling of "sure-thing" misses would drive me nuts....

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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Old 04-27-07, 07:04 AM   #71
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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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Old 04-27-07, 08:13 AM   #72
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^^
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Old 04-27-07, 11:23 AM   #73
CCIP
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Quote:
Originally Posted by Jungman
I am puzzled. I tried to set all the angles for the Mark 14 to 100% firing pin to be a dud.

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).
Were the torpedoes set at magnetic or impact trigger?

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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Old 04-27-07, 11:14 PM   #74
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Quote:
Were the torpedoes set at magnetic or impact trigger?
Yes as I stated 'Contact Only'. They were impact trigger. The game does not use the new data for firing pin failure angle, or it uses the magnetic setting anyway as a back up.

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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Old 04-28-07, 02:48 AM   #75
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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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