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Old 05-03-07, 01:21 PM   #91
Egan
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Quote:
Originally Posted by Krupp
Quote:
Originally Posted by Galanti

I can confirm I've got his issue: all my mk14 early & late war shots pull 30 degrees to port.
Same here
18 degrees....I measured it! :rotfl:Be warned, though, that if you compensate for this you might start gettting the other faults as well. I did and got three deep runners in a row...talk about frustrating!
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Old 05-03-07, 01:25 PM   #92
Egan
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Just a quick question: The other guys suffering the 18 degree gyro error: what other mods are you running and what boats are/ were you using?
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Old 05-03-07, 01:34 PM   #93
Beery
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I got this 18 degree gyro angle error yesterday and all I'd done was think about installing this mod, hehe. So I think this may be an intermittent bug with the stock game. It happened when I was at a very short distance to the target so I guess that may have something to do with it.
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Old 05-03-07, 02:02 PM   #94
Egan
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Quote:
Originally Posted by Beery
I got this 18 degree gyro angle error yesterday and all I'd done was think about installing this mod, hehe. So I think this may be an intermittent bug with the stock game. It happened when I was at a very short distance to the target so I guess that may have something to do with it.
I tried to attack a docked ship from outside the range of the coastal defences and it happened. At least 2.5 - 3000 yards. I can't remember how much but much, much farther than I normally attack from. I just wondered whether the % chance of this happening was really high in the file by mistake but I guess not.

Having said that, % rate for circle runners is very low but I've still seen probably more of them in the game than were seen in the entire real life Pacific campaign with or without the mod. I wonder if this is a specific gyro error error. Err.
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Old 05-06-07, 02:47 PM   #95
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Bout to try this torp mod out.

Reading "Silent Victory" by Clay Blair Jr. and by the end of March 1942(Four months of war) only 10 Japanese ships of all types had been sunk by US submarines. Speaks highly of the incompetence of the sub skippers of the time and of the unreliability of their torpedoes.
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Old 05-17-07, 06:42 PM   #96
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Has there been more progress on this mod? I'm hoping that CCIP releases it officially soon. I'm hoping I can get it into RFB, if only in order to give the folks who are currently complaining about RFB's 'nerfed torpedoes' (they are unchanged from vanilla SH4) something real to complain about, LOL.
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Old 05-17-07, 06:45 PM   #97
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Gosh, I'd love to work on it more, but the reason I stopped (I mentioned this in a few threads before) is that my SHIV-capable PC is currently out of commission.

I think you can actually include it in RFB since given the feedback - it looks to be pretty stable in its current version, and test responses are almost universally good. As soon as I have my PC back (within a week?) I hope to do some final testing and release a final version right away, if you want to wait for that.
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Old 05-17-07, 10:26 PM   #98
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I will say this...after using the mod I found myself in a very depressed mood. Sadly a good thing.

Out of 24 torpedoes fired (6 at 2 Kongo class battleships and 6 at 2 Hiryu class carriers) I only was able to achieve approx. 4-6 hits(none on the battleships or carriers). Talk about disappointment.

After reading up in "Silent Victory" tho, this seems to be very, very damn close to being historical.

Nice work thus far.
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Old 05-18-07, 12:31 AM   #99
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Quote:
Originally Posted by CCIP
Gosh, I'd love to work on it more, but the reason I stopped (I mentioned this in a few threads before) is that my SHIV-capable PC is currently out of commission...
Ah I see. I haven't been keeping up to date on the threads I should - too much messing around with the game and not enough talking about it (or playing it).

Hope the computer gets back in commision okay.
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Old 05-18-07, 10:20 AM   #100
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Is there another download for the dud torpedoes mod? I can't seem to get the one on the first page of this thread to work.
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Old 05-18-07, 10:36 AM   #101
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Quote:
Originally Posted by Beery
Is there another download for the dud torpedoes mod? I can't seem to get the one on the first page of this thread to work.
post #58
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Old 05-18-07, 10:54 AM   #102
Beery
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Quote:
Originally Posted by castorp345
Quote:
Originally Posted by Beery
Is there another download for the dud torpedoes mod? I can't seem to get the one on the first page of this thread to work.
post #58
Ah thanks. My laziness and stunning inability to find things muddle through once again with the help of my friends.
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Old 05-18-07, 12:37 PM   #103
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CCIP,

I did some testing of the torpedo damage graphic which might interest you.

It has nothing to do with the size of the warhead. It's displayed under two conditions ... (1) MinRadius >= 2 , (2) Location of the hit.

The location of the hit played a major role. I used the Medium Old Composite Freighter (Akita Maru) as my test subject. There were only two areas (zones) that generated the torpedo damage graphic. Each area only generated one, any more hits within this defined area were not displayed. Coincidently, if you fire the deck gun into an undamaged "Torpedo Damage Display Area" it will not show the holes from the deck gun, only displays torpedo holes, and visa-versa. I tested this by running tropedoes down the length of the ship, back and forth. I tested the same area with the deck gun, running back and forth at the waterline. See Figure #1 to view the two areas where torpedo damage can be displayed. Red area is where torpedo has to hit, from waterline to keel. Green area is left/right center location of damage graphic, from waterline to keel.

If these areas or zones can be modded we can either have the entire ship filled with torpedo holes or filled with deck gun holes, perhaps both. By the way, the ship does take full damage and effects irregardless of whether there's a visible hole in the side of the ship.

I did an off-the-wall test on the MaxRadius. See Figure #2 below to view what a Min/Max value of 99 does with a warhead size of 10. Basically blew the shingles off the house .

Firgure #1 ... Torpedo Damage Display/Hit Location Areas 1 @ 2 Akita Maru.
Note ... Holes shown at waterline are 2 meter size torpedo holes, not deck gun holes.


Figure #2 Warhead Size 10 Min/Max Radius 99
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Old 05-18-07, 09:46 PM   #104
castorp345
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Quote:
Originally Posted by Beery
My laziness and stunning inability to find things muddle through once again with the help of my friends.

hey, we beantowners gotta stick together...
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Old 05-18-07, 10:26 PM   #105
Beery
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Quote:
Originally Posted by castorp345
Quote:
Originally Posted by Beery
My laziness and stunning inability to find things muddle through once again with the help of my friends.

hey, we beantowners gotta stick together...
Cambridge, MA? Hehe all this time I thought you were from Cambridge in Hertfordshire, LOL. Me and my Anglocentricity.
__________________
"More mysterious. Yeah.
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- Bob Harris, Lost in Translation.

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