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Old 07-15-17, 12:55 AM   #1
suitednate
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Default Enemy SET-65s seem to be wire guided?

Couple things......

First, I tend to see incoming enemy torpedoes visually in the water from a distance before I see them on the map. Is this the way it's meant to be? Seems kinda cheesy. Feel I should only be able to see what my sonar people hear.

Second, I'm playing in the '68 campaign and these enemy torpedoes seem to be following me when I change course to avoid their base course and then acquisition cone before they go active. I thought SET-65s weren't wire-guided? But they ARE behaving like wire guided torpedoes!!

Thoughts anyone?
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Old 07-15-17, 01:19 AM   #2
ChaosphereIX
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if they are changing course after the initial shot, it is a bug

in the game file, its says WireGuided=FALSE
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Old 07-15-17, 01:56 AM   #3
The Bandit
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I've noticed this as well that the torpedoes are maneuvering. The only way this can be rationalized is that they may be using some kind of active / passive mode where by after transiting to activation point, it starts seeking passively before kicking into active for terminal homing. What kind of shoots this idea down is, I don't see it running a snake pattern, it runs straight and adapts to movements I make.

I'm not sure about wire-guidance though because I've seen this behavior from torps shot from subs that are running away (assuming AI units can lose their wires too?) or even dead.
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Old 07-15-17, 02:28 AM   #4
Julhelm
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It's a bug alright.
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Old 07-15-17, 06:23 AM   #5
suitednate
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Quote:
Originally Posted by Julhelm View Post
It's a bug alright.
Ok well it's great we identified this. Will it be fixed in the next patch?

Also, are we supposed to see torpedoes visually before we see them on the map?
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Old 07-15-17, 06:31 AM   #6
Shadow
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Quote:
Originally Posted by suitednate View Post
Ok well it's great we identified this. Will it be fixed in the next patch?
They're already working on 1.06, and that seems to be the case.

Quote:
Version 1.06
In Progress

General
Added wireBreakOnLaunchProbability=0.1 to weapons.txt
Added wireBreakThreshold=30 to weapons.txt (2x speed + planes angle - 30) / 50 every 6 seconds


Combat
Recognition manual "tons" now uses dictionary
Fixed errors with reloading if greater than 6 tubes on submarine
Torpedo tubes can no longer jam on firing
Active and passive torpedoes no longer home on sinking/sunk vessels
Terrain chunks are now always drawn near player submarine regardless of camera position
Fixed a bug where non-wire guided torpedoes could be wire guided by AI submarines
Improved/fixed AI depth keeping to prevent submarines from hitting seabed or going below crush depth


Campaign
Fixed broken INSERTION and LAND_STRIKE missions which caused Action Report bug
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Old 07-16-17, 03:22 AM   #7
JhonSilver
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Quote:
Originally Posted by Julhelm View Post
It's a bug
Add this to weapons.txt

WeaponObjectReference=wp_set-65
.....
WireGuided=TRUE
WireBreakOnLaunchProbability=0.99
WireBreakSpeedThreshold=1
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Old 07-16-17, 09:46 PM   #8
Whitzwolf
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"Active and passive torpedoes no longer home on sinking/sunk vessels"

AmI the only one upset about this? I loved using wrecks to deter torpedoes away from me, especially in my diesel boats
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Old 07-15-17, 06:22 AM   #9
suitednate
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Quote:
Originally Posted by The Bandit View Post
I've noticed this as well that the torpedoes are maneuvering. The only way this can be rationalized is that they may be using some kind of active / passive mode where by after transiting to activation point, it starts seeking passively before kicking into active for terminal homing. What kind of shoots this idea down is, I don't see it running a snake pattern, it runs straight and adapts to movements I make.

I'm not sure about wire-guidance though because I've seen this behavior from torps shot from subs that are running away (assuming AI units can lose their wires too?) or even dead.
exactly, yeah it runs straight and adapts to movements I make, BEFORE it goes active.
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