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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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![]() Quote:
Actually the perfect combo is this: crit hit + BARF or this mod + FX Update. |
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#2 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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#3 |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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I haven't tried this yet but the deck gun tone down seems really good to me. Many mods increase the deck gun damage, like UHS 1.7 (which I really like otherwise), and so does the Magnum Opus (UHS is included I guess) not to mention Critical hits 1.2.
I've been using my own little deck gun mod which gives more like stock values (well it gives bit more variation to the damage, but the overall value is the same), it also reduces the auto stabilization (which is not realistic!). And like you said, TDW's FX-mod adds fire damage so little tuning is in place. The deck gun should be just for shooting down unarmed little merchants, but sometimes it seems that you really don't need torpedoes at all. |
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#4 | |
Officer
![]() Join Date: Feb 2011
Location: The Pampas
Posts: 239
Downloads: 27
Uploads: 0
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![]() Quote:
![]() Last edited by Jaguar; 05-05-11 at 01:54 PM. |
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#5 |
Planesman
![]() Join Date: Apr 2005
Location: Con dos cojones, ESPAÑA
Posts: 190
Downloads: 126
Uploads: 0
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Seems a good WIP here for refine Torpedo damage.
I will test it. And also because is May, 5th Congratulations for you, Mexican people in the Day of the Mexican Pride. Send those Coronitas. ![]() Translation ---------- Me parece un gran trabajo (en proceso) para refinar el daño de los torpedos. Lo probaré. También porque es 5 de Mayo. Enhorabuena al pueblo Mexicano por el Dia del Orgullo Mexicano. Que vengan esas Coronitas. |
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#6 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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![]() Quote:
![]() I remembered a funny storry... and i want to ask you if is true or not... i had an mexican friend and i invited to my place long time ago to watch a soccer game... i bought some Corona beers and lemons also... i gived to him ... he asked me: wy you put lemon in Corona?... i replied: wy not?.. i saw that you put lemon when you drink this beer on tv... he said: yes man... because we have muskitos there... no need for lemon here ![]() ![]() |
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#7 |
Planesman
![]() Join Date: Apr 2005
Location: Con dos cojones, ESPAÑA
Posts: 190
Downloads: 126
Uploads: 0
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Mosquitos goes to lemon as flies to .... (have to edit: mosquitos goes to lemon when is a few rotten, but they avoid lemon when is fresh)
Lemon is for better taste of the Corona. It´s the best beer in the world because of it´s very soft at taste. No bitterness. So it´s good to add that point of flavour the lemon gives. |
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#8 |
Watch
![]() Join Date: Aug 2009
Posts: 24
Downloads: 24
Uploads: 0
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All the margaritas have been drunk, so it's back to the torpedoes.
Fellow sub-simmers, have you ever seen... a dud?[/3dog] This graphic illustrates a G7a TI's dud-chances, if it hits a target at various angles, using stock SH5's hit tables. So, 1% means that 1 out of a hundred torps will miss, and 100% means that they all should miss. You can see that after august 1943 the hit table becomes a lot more forgiving. Doesn't the game actually end in May of that year? What I'm going to do is implement brand new hit tables to better simulate torpedo accuracy, or lack thereof. I wasted the last week at work making this chart of hit-table candidates: Ultimately I decided on using 9 discrete entries for each torpedo type, for each date range. Depending on the torp, and date range, it will use on of these templates: An early-war T1's dud chance might look like the dud spectrum on the lower right, but a late war acoustic torp would look more like the entry on the upper left. I'll also use modifiers to tweak the hit-chances even more. For instance: An early war TI or TII should never have a 99% chance of hit. I would decrease every hit table entry by about 33% so we can experience the Torpedo Crisis first hand! Right now I'm going to change the TI's hit table to look like this: That's pretty much the same as thethe stock version, just smoothed out. I just tested the new sim file in game and it seems to work (it didn't crash, at least) but more testing is required. I'll be doing that today and I hope to release something this weekend. I have a questioned for people more experienced than I. What can I screw up if I over-write another mod's torpedoes_g7a-e.sim file? I'm not sure what other date is stored in the file and I'm worried about breaking another mod in the process...
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#9 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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The same thing that you are working on it... if i am remember well the mods that play with that file is UHS and TDW FIX.... so your mod will be in conflict with these mods... i dunno another mod that is change that .sim file
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#10 | |
Ace of the Deep
![]() Join Date: Nov 2009
Location: New Zealand
Posts: 1,013
Downloads: 124
Uploads: 0
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![]() Quote:
![]() Luckly I had map contacts on and managed to dive before being hit. But I have only ever noticed 2 duds, but I play at full realism and most torps that dont hit, I assumed was due to me getting something wrong in my calculations. The work you are doing here is awesome. As I understand German torps had many problems and the chance of duds in game is too low. As for breaking mods, I only use two mods that changed the torpedoes_g7a-e.sim file. UHS and FX_Update.
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Windows 7, 64bit. Phenom II 965BE (OC 4cores @ 3.8 Ghz). Radeon HD4870 (1gb gddr5). 6gb Ram. |
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#11 |
Sea Lord
![]() Join Date: Dec 2009
Location: In my U-552 and Tiger
Posts: 1,732
Downloads: 788
Uploads: 0
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I´m not even surprised that you can fix this SH5 bug as well. You are brilliant modder.
I hope, that you will find a little time for fix it! ![]()
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U-552 Tiger IDF |
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#12 |
Watch
![]() Join Date: Aug 2009
Posts: 24
Downloads: 24
Uploads: 0
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Here are the variables available in the torpedoes_g7a-e.sim file, with comments. We're going to look at the Pistols and the Guidance sections of the file.
I. Pistols A. date range The All SH5 torps have 2 or fewer date ranges. I would like to create a lot more to simulate Germany's Torpedo Crisis. I shouldn't have any problem creating extra, but I haven't done enough testing to see if it will work. 1. arming distance According to SH5. the G7a TI has a smaller arming distance later in the war. Is this accurate? Torps would have a minimum arming distance for safety's sake so I'm not why the distance should go down. 2. magnetic [yes/no] 3. magnetic deton range As indicated upthread, and after some testing of my own, this is probably broken. I saw a lot more premature explosions with a high detonation range, but that was in really shallow water. It makes me wonder if the magnetic influence sensors are facing down instead of up! 4. dud_chance i. min_angle ii. max_angle iii. chance Is this supposed to be the angle that a torp hits its target? In that case, 90° should mean a perfect hit and 0° an extreme glancing blow. It looks like the chance field should determine the odds of a dud. The problem I'm having is that no matter numbers I put in this section I don't see any change in the game. Almost ever torpedo hits, with maybe 1-2% duds. For now I'm going to consider this broken. If anyone knows how/if this works, please let me know! 5. premature chance i. min_angle ii. max_angle iii. chance I haven't tested this yet but it seems straightforward. If I can't get the dud_chance stuff to work I'll boost this even more in the early part of the war to compensate. 6. dud reduction speed 7. dud reduction rate As with the dud_chance stuff, this seems to have no effect. II. Guidance A. date range 1. circle runner chance This seems straightforward. The number should be pretty low at all stages of the war. 2.Gyro Problems i. max deviation ii. chance I had fun testing this out and I can confirm that it works. If I can't simulate actual duds I may boost this to compensate. 3.Depth Keeping Problems i. min deviation ii. max deviation iii. chance I haven't tried putting in different variables but from observing stock SH5 torps, this looks like it is working as intended. For the past few days, all I've been doing is going into the editor, changing the values for the T1 torp, and going back into the game to test the results. That and some Mount & Blade when things get too dull ![]() In the past week, Kapitänleutnant Hanz Testman has fired so many torpedoes at the ships in Kiel harbor that BdU has got to suspect something is going on. Please let me know if you think I'm missing something. I've still scratching my head over the dud_chance stuff and really wish I could see it work in game. |
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