![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 | |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
|
![]() Quote:
Ah well, at least this problem keeps it a fair fight, otherwise those poor BBs wouldn't stand a single chance ![]() Should you overcome the problems, you've got my permission to release an improved version ![]()
__________________
![]() |
|
![]() |
![]() |
![]() |
#2 | |
Silent Hunter
![]() |
![]() Quote:
The ships usually turn to avoid their own torpedoes and then get struck amidships. I will move the torpedo nodes and see what happens. |
|
![]() |
![]() |
![]() |
#3 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
|
![]()
that would be really interresting for the IJN torpedo launching ships too...
and maybe implemented on the US side since we fight them in the IJN Campaign. keltos |
![]() |
![]() |
![]() |
#4 | |
Silent Hunter
![]() |
![]() Quote:
|
|
![]() |
![]() |
![]() |
#5 |
Silent Hunter
![]() |
![]()
I found a solution on Sunday afternoon. Setting the "velocity" tab under torpedospawnfx.dat to between -4 and -3.5 gives excellent results.
In an attack on the two battleships using Fletchers and Tribal Class destroyers they consistently score between 5-8 torpedo hits. I have only noticed one accidental self-inflicted torpedo impact. I could set the value even higher for greater accuracy but that would probably make it too easy for the dd's. If anyone knows torpedo loadouts for the ships ingame please contact me. Most sources only give the number of torpedo tubes a destroyer had. What I need to know is how many individual torps were carried on a Fletcher, Somers, Tribal, etc. |
![]() |
![]() |
![]() |
#6 |
The Old Man
![]() Join Date: Mar 2009
Location: Norseland
Posts: 1,355
Downloads: 253
Uploads: 0
|
![]()
I believe there was only one torpedo per tube
|
![]() |
![]() |
![]() |
#7 |
Silent Hunter
![]() |
![]()
I'll browse some sources just to be sure.
Just managed to get the DD's to fire torpedo broadsides instead of just foreward; a Fletcher just caught the "Fuso" with a hit when they were on almost parallel courses. These guys are turning into giant killers... :rotfl: |
![]() |
![]() |
![]() |
#8 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
|
![]()
Am confused about your tuning of the velocity .... I set the velcoity under Object particles ? If so I set it to -3.5 as you stated above and the Torpedoes come out of the launchers .... and then head backwards away from the intended target !
|
![]() |
![]() |
![]() |
#9 |
Silent Hunter
![]() |
![]()
On the "Speed Direction" item under the "Velocity" header, set Z to a negative value (from -2 to about -8).
|
![]() |
![]() |
![]() |
|
|