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Old 05-01-13, 06:38 AM   #1741
Fifi
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Originally Posted by volodya61 View Post
I'll retest it right now using stock torpedoes and FX Update torpedoes..
You mean that leaving bunker first time with stock torp load could react differently to the patch, than with a fresh refit?
If so, it's a good find, and as turn around in the waiting of a fix, we'll have to exit bunker, fire all torps in harbor, and hit the refit button before leaving for mission!
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Old 05-01-13, 06:39 AM   #1742
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Originally Posted by TheDarkWraith View Post
Oh this gets even better Has anyone ever seen torpedo gyro problems in game? I can answer that based on the code I see - NO! The torpedoe's .sim file's gyro problems chance says it's value is a percentage (and the value is a percentage - 0.3). This is fine. What isn't fine is the code gets a random number and scales the random number to a value between 0 and 100. Hmm, let's see....a value between 0 and 100 compared to a value between 0 and 1.0...almost will never happen This is one huge freakin mess
Yes, many times we've seen bad torpedoes. Hot torpedo = (gyro problem?), seized up, early detonation.
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Old 05-01-13, 06:41 AM   #1743
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Originally Posted by Fifi View Post
You mean that leaving bunker first time with stock torp load could react differently to the patch, than with a fresh refit?
No.. look at my last test-report..
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Old 05-01-13, 06:46 AM   #1744
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Ah, ok, we posted together same time so i couldn't read it

Result is weird for sure
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Old 05-01-13, 09:29 AM   #1745
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Default Cosmetic door bug-F7 Battlestations

Disabling the F7 Battlestations command opens all sub doors except one. The door between the cook and engine room compartments does not reopen. All other subdoors reopen.

I can click the door between the cook and engine room to open or close it using the mouse. Enabling the F7 Battlestations command closes all subdoors, including the door between the cook and engine room.

Sorry, TDW, I did not write about this sooner. It has been there for quite a few patch versions.

I saw the following: "starting with v1.0.39.0...........- Note: There are 2 doors I haven't got working correctly yet but all the others work excellent."

Perhaps it has been forgotten about or bigger issues to work on. Thanks everybody for working on the rudder and circle torpedo issues lately.

P.S. I, too, have seen auto TDC not working properly as stated in the last few days posts.
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Old 05-01-13, 02:21 PM   #1746
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I finally have completed all the code changes for the torpedoes Wow, that was a nightmare

The torpedoes sim file will need to be updated. The code assumes ALL values whose notes say percent or percentage are in the range of 0.0-1.0 (being 0% - 100%). If someone wants to take on the updating of the torpedoes sim file that would be great Using the stock torpedoes sim file will result in strange things happening with the new torpedoes code patches I'll be releasing new version of patcher here soon

Another note: regarding impact angles for the dud chances: the code assumes a perpendicular hit as 90 degrees and a glancing shot (or parallel hit) as 0 degrees. Here is an example of correct entries:
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Old 05-01-13, 02:30 PM   #1747
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v1.0.86.0 released. See post #1

Starting with v1.0.86.0 revised all the torpedo failures in the game. The code will now follow what the torpedo's .sim file says. The code assumes all values in the torpedo's sim file whose comments say percent or percentage are in the range 0.0-1.0 (0% - 100%)

No whining about the failures with the torpedo's now The code (game) will now follow what is specified in the torpedo's sim file. If you don't like the high failure rates then edit the torpedo's sim file

I also rewrote the whole torpedo impact checking code for the game. The old code was severely flawed and my previous patch to fix it was just a Band-Aid. The new code is robust and works great!

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Old 05-01-13, 02:33 PM   #1748
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thanks
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Old 05-01-13, 02:54 PM   #1749
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Originally Posted by TheDarkWraith View Post
I finally have completed all the code changes for the torpedoes Wow, that was a nightmare
That's great
Thank you

Quote:
Originally Posted by TheDarkWraith View Post
The torpedoes sim file will need to be updated. The code assumes ALL values whose notes say percent or percentage are in the range of 0.0-1.0 (being 0% - 100%). If someone wants to take on the updating of the torpedoes sim file that would be great Using the stock torpedoes sim file will result in strange things happening with the new torpedoes code patches I'll be releasing new version of patcher here soon
I be able.. what needs to do/to edit? exactly?
I could to update stock and FX Update torpedoes .sim files.. and also magnetic detonators range 4m for stock and FX Update..
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Old 05-01-13, 02:57 PM   #1750
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Thanks

Quote:
Originally Posted by TheDarkWraith View Post
I also rewrote the whole torpedo impact checking code for the game. The old code was severely flawed and my previous patch to fix it was just a Band-Aid. The new code is robust and works great!
What do you mean with the rewrote of torpedo impact?
The efficiency of torpedo or the visual effects?
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Old 05-01-13, 03:05 PM   #1751
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Originally Posted by Fifi View Post
What do you mean with the rewrote of torpedo impact?
The efficiency of torpedo or the visual effects?
I had to rewrite the whole code dealing with checking/computing torpedo impact angle to unit. The old code was garbage - it appears many different people 'worked' on it as there was no agreement to what the values meant. The torpedo impact angle passed to the function was a SIN value and the function checking torpedo impact angle to values in the torpedo's sim file was using COS values....that's just one example. It was garbage is the only way to describe it
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Old 05-01-13, 03:07 PM   #1752
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Originally Posted by volodya61 View Post
I be able.. what needs to do/to edit? exactly?
I could to update stock and FX Update torpedoes .sim files.. and also magnetic detonators range 4m for stock and FX Update..
Follow my example screenshot posted a few posts back. Basically ANY value whose comments/notes say it is a percent or percentage HAS to be in the range 0.0-1.0. No 0-100 values for those! Make sense

Notice the number of patches available just for torpedoes in the SHSim patch file You should be able to customize the realism/difficulty wanted quite easily dealing with torpedo failures
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Old 05-01-13, 03:26 PM   #1753
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Quote:
Originally Posted by TheDarkWraith View Post
Follow my example screenshot posted a few posts back. Basically ANY value whose comments/notes say it is a percent or percentage HAS to be in the range 0.0-1.0. No 0-100 values for those! Make sense
I already was sorted out with this.. and now, after your explanations, it's absolutely clearly

Quote:
Originally Posted by TheDarkWraith View Post
Notice the number of patches available just for torpedoes in the SHSim patch file You should be able to customize the realism/difficulty wanted quite easily dealing with torpedo failures
I wanted to keep percentages by default, as they were given by devs.. anyway, I'll edit the files and will post them here.. you could to check them if you want to..
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Old 05-01-13, 03:37 PM   #1754
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On side note, opening torpedo file with S3D give of course same value as Goblin, but more understable for me using real percent values, instead of 0 to 1...
Same torp type opened with S3D as TDW picture above:

Basically same stuff, but for noob like me, everytime i clic a value or a name in window, a description appears on bottom page
(to answer Volodya question of other thread)
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Old 05-01-13, 03:40 PM   #1755
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Quote:
Originally Posted by Fifi View Post
On side note, opening torpedo file with S3D give of course same value as Goblin, but more understable for me using real percent values, instead of 0 to 1...
Same torp type opened with S3D as TDW picture above:

Basically same stuff, but for noob like me, everytime i clic a value or a name in window, a description appears on bottom page
(to answer Volodya question of other thread)
It doesn't matter what you use as long as the values written to the file are in the 0.0-1.0 range

How is 0-1 not understandable? 0 = 0%, 1 = 100%, 0.5 = 50% (simple fractions)
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