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#15 |
Planesman
![]() Join Date: May 2007
Location: San Francisco, California
Posts: 185
Downloads: 1
Uploads: 0
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Here is an in-game video I recorded demonstrating the problem:
Sorry for the low quality - blame YouTube and/or my poor video encoding skills, but I think it's clear enough to get the idea across. This test was run on a clean install of SH4 and patch 1.3, on a slightly modified version of the "torpedo attack" training mission with stationary freighters as targets. Gameplay settings were Imperial measurements and 0% realism (no duds). I modified the 'magnetic detonation range' value for the Mark14 torpedo in the 'torpedoes_us.sim' file to 50 meters so there would be no question as to whether the torpedo hit the ship or not. I made no other changes to any other files, and no mods installed. ___________ In the video, I first launch a torpedo set to Contact Only & depth 50 feet at a Large Composite Freighter. I then use the external camera to view the torpedo as it approaches the ship, and it clearly explodes very far away (probably about 50 meters) from the ship without ever touching it. I then launch a second torpedo toward another Large Composite Freighter aft of my sub -- this one set to Contact/Influence & depth 50 feet. I view the results with the external camera, and again it clearly explodes very far away from the ship without ever touching it. ___________ Also just for kicks I ran the same test in Silent Hunter IV 1.0 (no patches) and saw the exact same results, with the exception of the torpedo depth dial being in meters rather than feet. So that confirms two things: 1. the magnetic exploders have worked in the game since the very beginning, and 2. the exploder switch hasn't worked in the game since the very beginning. Oy. nomad_delta |
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