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Old 10-07-11, 02:36 PM   #1
mobucks
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OoooOOOoo neat. Thanks for this it will be good to use for us realism geeks. I liked in TMO how the torps basicly were all duds unless setting them to 1.0m depth, slow, and hitting 90deg perpendicular. Not sure what the common malfunctions of the KM torps was, but was there a way to perhaps have less chance of dud through torp settings/hit angle like TMO?
Ah the memories!
"Torpedo is a dud, sir!"
"Torpedo is a dud, sir!"
"Torpedo is a dud, sir!"
"Torpedo is a dud, sir!"
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Old 10-07-11, 04:31 PM   #2
Rongel
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Quote:
Originally Posted by mobucks View Post
OoooOOOoo neat. Thanks for this it will be good to use for us realism geeks. I liked in TMO how the torps basicly were all duds unless setting them to 1.0m depth, slow, and hitting 90deg perpendicular. Not sure what the common malfunctions of the KM torps was, but was there a way to perhaps have less chance of dud through torp settings/hit angle like TMO?
Ah the memories!
"Torpedo is a dud, sir!"
"Torpedo is a dud, sir!"
"Torpedo is a dud, sir!"
"Torpedo is a dud, sir!"
I need also some uncertainty in my game. Nothing better than to stalk a convoy and finally fire salvo of torpedoes and the first one explodes right in your eyes and alerts the whole gang! SH 4 had quite good dud-system. The weird thing is that SH 5 looks like it has the same options, but it just doesn't work.

Dud torpedoes actually seem quite rare, I get circle runners, premature explosions, angle deviations but very few duds. And they seem to come in groups
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Old 10-11-11, 12:39 AM   #3
Halface
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hmmm i havent had a dud yet....

have dud enabled in options etc....

but no dud but i always use impact on my torps
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Old 10-11-11, 04:48 AM   #4
Rongel
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Quote:
Originally Posted by Halface View Post
hmmm i havent had a dud yet....

have dud enabled in options etc....

but no dud but i always use impact on my torps
Hmmm x 2. Somehow it seems that my good results editing the special abilities have dissapeared. Or can it be that it so random, no malfunctions at all, then suddenly all fails. I'll try using different settings in my new campaign and report more later.
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Old 11-23-11, 03:35 AM   #5
Rongel
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Last night I was messing with the dud settings again and it seems I made a quite significant find!

I put the dud possibilities ridiculously high and started to fire at docked ships. I used T1 torpedoes with a impact detonation. I knew that circle runners and other malfunctions work well, but to get actual duds, is really difficult. So I was amazed that this one ship got a lot of duds, 4-5 in a row. I tested it several times, changed it's location to get diiferent AOB and same results. I almost couldn't sink it.

Then I realised... Ta-daa! It was an imported ship from SH 4! I tried again with another imported ship and got same results, about 50% duds. I got absolutely no duds with stock ships.

So it seems that dud torpedo settings work with .dat-ships but not with GR2-ships!

Actually that makes sense, because the malfuction settings are from SH 4 and made originally for .dat-ships. I didn't test it, but I wouldn't be suprised if magnetic torpedoes work okay with imported ships as well.

So we could make a torpedo dud-mod, but it would only affect new ships, which isn't right ofcourse. The rules of the world should be the same to all it's entities. Maybe TDW could explain why this happens (differences with .dat files and GR2-files), and tell if in future there could be a way to fix this.

PS. I know I have seen a stock ship that got one dud, but no idea why or how it happened.
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Old 11-23-11, 04:10 AM   #6
Trevally.
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Good find Rongel
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Old 11-23-11, 08:16 AM   #7
TheDarkWraith
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Did you try the magnetic detonator on the new imported ships? And the results were?

Just from what I've seen from working on the GR2 Editor/Viewer app the people working on SH5 didn't understand/know how to properly use the Granny system. It would've been best for them to stick to something that they knew inside and out - the .dat file system.
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