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Old 08-23-05, 12:46 PM   #1
SquidB
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Default Anyway to turn off the counter measures?

Given the recent excellent mod I was wondering whether anyone has taken a look at making countermeasures unable to destroy torps?

Is this possible? It seems a bit crazy that they work like this currently
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Old 08-23-05, 12:58 PM   #2
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Old 08-23-05, 12:58 PM   #3
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Old 08-23-05, 01:32 PM   #4
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I have played around with lowering the weapon effectiveness of CM's in the database to 0 and torpedos no longer explode on CM's.

However, I have yet to confirm that CM's still work in the sense of attracting torpedos. I believe they do... but more testing is required.

I believe, for CM's anyway, in the db editor, Weapon Effectiveness, is "Weapon Effectiveness [Against]" or something like that, as the Nixie is listed as having an 85% effectiveness, and I have heard that it is 85% effective in detonating torpedos in game.

Does anyone else know about this? It seems like something fairly straightforward. :hmm:

Edit: Changing the Weapon Effectiveness to 0 does indeed disable the countermeasures completely, as apparently the parameter is related to the chance the seeker of the weapon has to acquire the CM, not detonate on it. I think a doctrine change that specificially instructs the torpedo not go into terminal homing when it reaches the CM might do the trick, but I do not know how to code.
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Old 08-23-05, 02:33 PM   #5
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Well it seems that there may be hope to turn them off (the torp exploding aspect that is).

Hope someone can find a solution, and as always keep up the good work
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Old 08-23-05, 08:31 PM   #6
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The probability that the CM detonates a torp is hardcoded in the game engine. As I recall it is set to 50%. In other words, a coin toss as to whether the torp will explode.

cheers, jsteed
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Old 08-23-05, 09:21 PM   #7
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I'm just curious as I don't know anything about it, but do the people that actually know what they're talking about agree with this? Again I'm not pooping in anyone's wheaties but do torps not detonate on CMs? If there are actual subject matter experts then I'll shutup, but coming from a WWII flight sim community where people swear on the bible that a spitfire can't do this or a 109 can't do that all coming from 23 yr olds just gets old. But I suspect that this subject may have some real world input. BTW great comunity here. It's refreshing.

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Old 08-23-05, 09:36 PM   #8
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But jsteed, it's too coincidential that in the DB, their weapon effectiveness is listed as 50.

manwar, BTW, I am a 23 year old, and I swear a spitfire can't dive as fast as a 109 because of their carb as oppose to the 109's fuel injection.
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Old 08-23-05, 10:38 PM   #9
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LOL, I meant no offense. I don't know crap about the spit or the 109's carb either. But just for fun is it okay if I call you a luftwhiner? I suck in both aircraft by the way

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Old 08-24-05, 03:59 AM   #10
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As far as CM's exploding torps, I think the general consensus is that they cant in real life.

Infact I think i remember reading a readme where SA stated that they enabled this form game play reasons. Basically to help clear the sonar picture once their are torps in the water.

I think that most here at least are intrested in realism rather than making the game easier to play.

And the spit cant dive as fast as a 109
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Old 08-24-05, 04:09 AM   #11
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Quote:
Originally Posted by jsteed
The probability that the CM detonates a torp is hardcoded in the game engine. As I recall it is set to 50%. In other words, a coin toss as to whether the torp will explode.

cheers, jsteed
Are you sure about the 50 % jsteed? In multiplayer it seems to be almost 90 %.
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Old 08-24-05, 04:24 AM   #12
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say 100% ...
I never saw a torp not exploding on a CM when locked ...
all beta tester put it on priority list
I hope something will be changed here.

Jamie, if you hear us ...
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Old 08-24-05, 05:05 AM   #13
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An on/off option to have CM's explode torpedoes would be good. That way it would satisfy those that crave realism and those (like me) who like the idea that the AI (and me) has some chance of evading an attack. I must admit though, CM's in DW seem to be far more effective than they were in SC.

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Old 08-24-05, 08:47 AM   #14
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I've noticed that torpedos will not explode on CM's if they are not at the correct depth. That is, if a torpedo is not able to maneover itself to go directly through the decoy, usually because they are a quite far apart depth wise, but not out of the seeker cone, then it will not explode when it reaches the decoy.

I'm not sure if this counts as a genuine case of torpedos not exploding on decoys, though.

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Don't you mean Luftweiner?
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Old 08-24-05, 11:30 AM   #15
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Interesting Luftwolf - I got to test that depth theory. If you are right then theres gold in them thar hills.
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