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Old 07-13-07, 10:39 AM   #1
nomad_delta
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Thanks for the input and ideas, guys. I'll be running some further tests when I get home from work and I'll see what I can find out about the 'reliability' situation for both torpedo types (actual contact vs actual magnetic). During my earlier tests I had intentionally disabled duds, prematures, and depth-keeping problems -- to avoid having any random factors influencing my testing. Later I'll also test the "actual magnetics" for effectiveness at 'breaking' a ship when exploding well below the draft.

In case anyone's wondering, my end-goal here is to realistically model historical torpedoes and usage. If the magnetic detonators were historically unreliable (frequent duds, prematures due to waves, exploding w/o effect 10 yards in front the target while looking like a 'hit', etc...) then by all means we should have magnetic exploders that barely work in the game too -- give us a 75% or higher failure rate if that's what the real skippers had.

But we should at least have the option of switching our torpedos to 'contact only' just like the real skippers did, and experience the 'perfect 90 degree shot smashes the impact pistol' dud problem instead, until that was fixed later in the war.

Unfortunately that's not what we have in the game now -- what we have instead is an exploder switch that does nothing. I'm not sure why Ubi put it in the game at all, other than to confuse us? Obviously they intended for the switch to do something since they bothered to put it in the game. Does anyone know if any Ubi devs ever read these forums, or if there's some way to get a message to them? I'd really like to know if they acknowledge this as a bug or if they knew about it before. It seems like a huge problem to make it through 3 patches unfixed.

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Old 07-15-07, 04:53 PM   #2
TriskettheKid
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I must admit, I am a little confused here.

Are you saying that none of your torps registered as a hit via contact?
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Old 07-15-07, 05:14 PM   #3
U-Schultz
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If we're waiting for UBI to fix the SH4.exe we may have a looooong wait.
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Old 07-15-07, 05:19 PM   #4
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Quote:
Either way - just further confirmation that not only does the switch not do anything - but apparently "dud" settings in difficulty have no bearing on prematures.
In the manual or somewhere, even on 'DUD Off' setting, there it stated, still is a very small chance of a dud occuring. But it should be rather quite rare.
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Old 07-15-07, 05:37 PM   #5
nomad_delta
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Quote:
Originally Posted by TriskettheKid
I must admit, I am a little confused here.

Are you saying that none of your torps registered as a hit via contact?
I've explained it about as well as I know how, above. Maybe go back and read very carefully, and watch the video I posted as it's easier to see what I'm talking about visually? Here's a link to that video again:



If you still have questions after watching that (and go back and read the original post containing the description of exactly what I'm doing in the video) let me know and I'll try to come up with a different way to explain it.

___

I have received a direct response from the devs so they definitely know about this now. I don't think they're working over the weekend (I certainly wouldn't want to be!) so they said they'd get back to me sometime next week. Here's hoping it's something that's fixable with a quick 'hotfix' type patch or a even a moddable file. I'll just wait and see, for now.

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Old 07-15-07, 05:42 PM   #6
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Nomad - excellent news that is! Keep us in the loop.

As for the person not understanding - I think it was about what happened to my test. My torp prematured - something that SHOULDNT happen when its set to contact. In addition - with "DUD" turned off - prematures should be drastically reduced as well. A contact torp at 12 feet isnt going to hit a rock and go boom - so it prematured - which only occurs if the magnetic setting was still on. Just a confirmation of the switch not working - as well as the "dud" setting apparently not affecting prematures at all.
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