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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#136 |
Loader
![]() Join Date: May 2014
Posts: 85
Downloads: 264
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I definitely love you've applied the laws of physics to the targetting optics! Now we can have a nice solution! But very sadly I found that sometimes the torpedoes don't follow the solution but go wobbling in an erratic ABSOLUTELY WRONG gyroangle. Sometimes both the torpedoes and their trails are wrong.
![]() I've also encountered this glitch\bug: It's called Free Willy da torpedo! ![]() ![]() |
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#137 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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That's not a bug. There are parameters in the Torpedo.sim files that simulate gyro malfunctions. So, for any given torpedo it is possible to have a guidance error of whatever, 0 to 90°, or 0 to 135°. |
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#138 |
Navy Seal
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But it's proof positive that you can document your mod till the cows come home and people won't read your carefully written guide.
![]() Irrelevant side note: imagine if porpoising torpedoes worked properly, splashes and all. Imagine if the enemy crew saw them as a real enemy would. Sure would add a lot of excitement to a boring meticulous attack, wouldn't it?
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS Last edited by Rockin Robbins; 12-16-15 at 01:40 PM. |
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#139 |
Loader
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I just hope the torpedo malfunction probability ain't 100%. I encountered this and was like
![]() ![]() ![]() Especially when I'm aiming for 0deg gyroangle I get all +\- 135deg. |
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#140 | |||
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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It shouldn't happen very often, though I think this was more of a problem than is commonly understood. Ideally, many of these things would be partly a function of crew skill. Torpedoes were very high maintenance weapons. Quote:
I must confess, I don't always read the readmes either. I think my RFB 2.0 docs were lost or overwritten. I was going to check something the other day, and couldn't find them. Quote:
Yes. That would be fun. |
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#141 |
Loader
![]() Join Date: May 2014
Posts: 85
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So before opening the torp tubes call battle stations and try to have as much torp guys and gunners in the torp rooms as enlistees will guarantee a malfunction.
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#142 |
Electrician's Mate
![]() Join Date: Jan 2016
Posts: 133
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im using OTC. Is it working with OTC too? Just to make sure.
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#143 |
Planesman
![]() Join Date: Dec 2015
Location: California
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Real commanders input all data manually....
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Previous Kommandant U-196 - 400,317 GRT - Current Kommandant U-847 - 592,000 GRT - Monsun Gruppe 33 - Codename - Majestik - "Kommen flach! Alles ruhig! Machen umdrehungen für zwei knoten! Bis periskop!!!" |
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#144 |
What's happenin' Cap'n'?
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I just to say a big thanks to TorpX!
![]() RFB doesn't get a lot of love compared to TMO.
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USS COPPERFIN
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#145 |
Electrician's Mate
![]() Join Date: Jan 2016
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Actually I still have to manually enter them... Its mainly to fix the ''sight is a bit off in widescreen'' issue. Unless they fixed it officially in one of the patch id rather play it safe. This isnt an auto targeting mod.
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#146 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
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![]() If you are talking about TMO + OTC, I think Silent Prey adapted a version of ISP for that. |
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#147 | |
Electrician's Mate
![]() Join Date: Jan 2016
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Downloads: 183
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#148 |
Soundman
![]() Join Date: Aug 2015
Location: Australia
Posts: 147
Downloads: 42
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I would like to say a big thankyou for this mod TorpX
![]() I was wondering though if there is a way I could get the much more limiting map contact info from RFB back? I always feel like I am getting too much from the map contacts, but too little from no map contacts so I settled for the toned down RFB contacts. A related issue is that the Realism score now adds up to 105 with everything ticked. Not sure if this is a problem or not |
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#149 |
Soundman
![]() Join Date: Aug 2015
Location: Australia
Posts: 147
Downloads: 42
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I did some testing with ISP 2.8 last night and I noticed some unusual things happen with torpedo shots.
I tried the training mission and for one thing the bubble trail begins some place behind my sub and the torpedo track looks odd. Also my torps were going through the hull of the Mogami when set on contact influence. When I set them to contact influence and they did explode it seemed to be before the hull, initially I thought this was a torp malfunction but I cant help shake that feeling that everything looked to be a short distance from where it actually was. I am running RFB + RSRDC. I decided to go back to ISP 2.15 |
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#150 | |
Loader
![]() Join Date: May 2014
Posts: 85
Downloads: 264
Uploads: 0
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