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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#91 | ||
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
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#92 |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
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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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#93 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
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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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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#94 | |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
Uploads: 0
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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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#95 |
A-ganger
![]() Join Date: Apr 2005
Location: Texas
Posts: 72
Downloads: 60
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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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U-1119 ![]() ![]() |
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#96 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
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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.
__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#97 |
Navy Seal
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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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#98 |
A-ganger
![]() Join Date: Apr 2005
Location: Texas
Posts: 72
Downloads: 60
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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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U-1119 ![]() ![]() |
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#99 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
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![]() Hope the computer gets back in commision okay. ![]()
__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#100 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
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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.
__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#101 | |
Sonar Guy
![]() Join Date: Apr 2005
Location: People's Republic of Cambridge
Posts: 379
Downloads: 118
Uploads: 0
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my diminutive mod contributions new chronometer thermalizer Japanese wartime radio pack Japanese traditional radio pack new radio new ordnance what color is your torpedo aye, sir! sound mod |
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#102 | ||
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
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__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#103 |
Engineer
![]() Join Date: Apr 2007
Location: Conning Tower - repairing the radar.
Posts: 200
Downloads: 8
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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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#104 | |
Sonar Guy
![]() Join Date: Apr 2005
Location: People's Republic of Cambridge
Posts: 379
Downloads: 118
Uploads: 0
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![]() hey, we beantowners gotta stick together...
__________________
my diminutive mod contributions new chronometer thermalizer Japanese wartime radio pack Japanese traditional radio pack new radio new ordnance what color is your torpedo aye, sir! sound mod |
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#105 | ||
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
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__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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