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#1 |
Subsim Diehard
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Has anyone else experienced strange torpedo behavior sine the 1.04 patch. Everytime my torpedo locks onto and passes a CM now it will immediately set a 80 degree up angle, skyrocket up, and breach the surface about 50 ft in the air
![]() ![]() I've tried both the stock 1.04 doctrine and LW&A torp doctrine and the effects are the same... has anyone else seen this behavior?
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#2 |
Silent Hunter
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I've been getting it too....not nearly 100% of the time, but I have seen it.
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#3 |
Sea Lord
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Not 100% but it occurs both with 0% and 50% torp explosion on CM ini. settings.
After breaching and porpoising they recommence search sometimes. As reported yesterday one carried out a vertical loop underwater and killed at an impossible seeming angle. An Adcap today, after running through the CM, performed a vertical launch then slowly descended back to the surface disappeared only to relaunch verticaly. After repeating this process it toppled over and continued underwater. However, on the plus side, spoofing is strong (at 0% ini.) I am seeing torps turn aside with an active CM on its nose. Perhaps this positive diversion is also responsible for the vertical anomaly ? I suspect that to immitate CM spoofing causing torp control confusion a 'rejection' disfunction factor has been introduced.
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#4 |
Subsim Diehard
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From what I've experienced the torps breaches are after its passes the CM and will immediately set pitch up for a surface breach even ignoring the ceiling settings. I suspect that whatever is causing the behavior has been hard-coded, because the bug persist no matter what corrects are placed to the torpedo.txt doctrine (I've tried multiple old versions of torpedo.txt and torp_homing.txt). The engine's new "TerminalHome" may be the culprit...
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#5 |
The Old Man
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#6 |
Ocean Warrior
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Well, that's it. I have to put the torpedo checks back in.
If weapons aren't exploding on the Nixie that's a problem. For LWAMI 3.061, my recommendation will be to set the TorpsExplodeonCM's to 100% so the NIXIE will function properly. Cheers, David
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#7 | |
Subsim Diehard
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#8 |
Ocean Warrior
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They're not exploding on the NIXIE.
I've had suspicions of this since I started testing with 1.04 (US ships getting torpedo from the rear), but I thought it was because the NIXIE was simply not working at all (which would be really really bad), but actually its just because the torpedoes aren't exploding on the decoy and are reacquiring the ship on the other side. Cheers, David
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#9 |
Silent Hunter
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There's one more annoying 'bug'(maybe not) from 1.04. now that we have control over the percentage on topedoes ignoring dead platform well it doesn't work as it should be. Now if we put a value of anything but 100% i.e torp wont' ignore dead platform, the dead platform will indeed attract incoming topedo HOWEVER it won't detonate incoming topedoes resulting in torpedoes circling the deadplatform
![]() Is it just me(with LWAMI 3.07 on and it was 65-76 wakehoming torpedoes? or somebody else can confirm this happens to other torpedoes as well?
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#10 |
Ocean Warrior
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The wakes of objects are modelled in 3-d. Wakehomers will occasionally do this with submerged objects.
In regards to the non-exploding part, the wakehomers in LWAMI are designed not to explode on submerged targets, to prevent them from being used unrealistically against submarines. It would appear as if the dead platforms are counting as submerged targets for the purposes of wakehomer detonation. Cheers, David
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#11 |
Silent Hunter
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Glad to know it wasn't a bug. BIG thanks for your work
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#12 | |
Silent Hunter
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#13 |
Ocean Warrior
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The vast majority of submarine platforms in LWAMI are much quieter than in stock DW, so that's probably the reason you are having an issue tracking the Delta, especially if you are used to the stock DW sound levels for boomers and other modern submarines.
Cheers, David
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#14 | |
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#15 | |
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