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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: How extreme do you want the torpedo mods to be? (please see the message body for explanation of term | |||
As is: general bug fixing and AI enhancement. |
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6 | 12.77% |
Above with: Advanced Wire Control and Sensor Modelling |
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5 | 10.64% |
Above with: Wire Lengths Limited to 10-13nm from launchpoint (reported as realistic) |
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7 | 14.89% |
Above with: Advanced Torpedo Physics |
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29 | 61.70% |
Voters: 47. You may not vote on this poll |
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#11 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
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I just tested the ATP mod again and the subrocs aren't exploding on my computer... in fact, since all torpedoes in the playtest are using the same main doctrine still except for the ADCAP and UGST and all are using the 3.02 homing doctrine, there is no reason at all why some torpedoes would explode on decoys and some would not other than something random related to that specific in game instance.
Can you try to be as specific as possible as to what was going on at the time?
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