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Old 05-08-11, 01:15 PM   #16
minispace
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This is really frustrating. No matter what changes I make to torpedoes_g7a-e.sim file, I am not seeing any changes in torpedo behavior in-game.

I've tried setting the dud chance really high, and really low, and torps still hit almost every time, like in the stock game. I suspect the magnetic fuse might be setting off the torps even with impact hits, but that just a WAG.

Does anyone have any experience editing the dud chances? Someone must have tried this already in the last year, and I'm starting to realize why couldn't find a mod that already covers what I'm trying to do.

In the meantime, I'll try some other things to try to get this to work. Wish me luck!
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Old 05-08-11, 02:47 PM   #17
ddrgn
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Quote:
Originally Posted by minispace View Post
This is really frustrating. No matter what changes I make to torpedoes_g7a-e.sim file, I am not seeing any changes in torpedo behavior in-game.

I've tried setting the dud chance really high, and really low, and torps still hit almost every time, like in the stock game. I suspect the magnetic fuse might be setting off the torps even with impact hits, but that just a WAG.

Does anyone have any experience editing the dud chances? Someone must have tried this already in the last year, and I'm starting to realize why couldn't find a mod that already covers what I'm trying to do.

In the meantime, I'll try some other things to try to get this to work. Wish me luck!
Magnetic pistols do not work at all.... Are you testing with all versions of the torpedoes? And if you look at UHS 1.7, I have edited the torpedo dud settings, but it never had any effect like your seeing......
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Old 05-08-11, 03:29 PM   #18
Sepp von Ch.
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My "dud torpedo settings" is on, I use UHS 1.7 and I had never a dude torpedo...

I like your mod minispace. Particular the deck gun is very good (realistic) balanced.
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Old 05-08-11, 03:39 PM   #19
stoianm
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Quote:
Originally Posted by Josef von Posorschitz View Post
My "dud torpedo settings" is on, I use UHS 1.7 and I had never a dude torpedo...

I like your mod minispace. Particular the deck gun is very good (realistic) balanced.
I am using the ddrgn mod and i had often dud torpedo... i had a dud torpedo in one of my tutorials also... see the video tutorial ''how touse hit and run method in SH5'' - in last part after i fired my torp you will see that the first one was a dud torpedo... and this was an example caughted by misteake in my movie... situation like these i had manny time:

go to 4:58


Here you can see that the torpedo magnetic are not working at all like ddrgn said... it is a game bug:

go to at 5:32
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Old 05-08-11, 04:05 PM   #20
Sepp von Ch.
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Quote:
Originally Posted by stoianm View Post
I am using the ddrgn mod and i had often dud torpedo... i had a dud torpedo in one of my tutorials also... see the video tutorial ''how touse hit and run method in SH5'' - in last part after i fired my torp you will see that the first one was a dud torpedo... and this was an example caughted by misteake in my movie... situation like these i had manny time:

go to 4:58

OK...then I´m happy captain, because II´ve never seen a dud torpedo in my SH5 campaign-career


Quote:
Originally Posted by stoianm View Post



Here you can see that the torpedo magnetic are not working at all like ddrgn said... it is a game bug:

go to at 5:32

I know this shortly after the release of SH5...
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Old 05-08-11, 04:08 PM   #21
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Knowing what I know now about how the damage/collision model works in SH5 we can make something that will resemble magnetic torpedoes 'hitting' an object. I just haven't had time to sit down and make it yet
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Old 05-08-11, 04:09 PM   #22
stoianm
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Originally Posted by TheDarkWraith View Post
Knowing what I know now about how the damage/collision model works in SH5 we can make something that will resemble magnetic torpedoes 'hitting' an object. I just haven't had time to sit down and make it yet
this will be an very important fix
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Old 05-08-11, 04:15 PM   #23
Sepp von Ch.
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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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Old 05-09-11, 09:02 PM   #24
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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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