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Old 06-05-13, 05:29 PM   #1
Fifi
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Best is to install patcher as stand alone, not mod
Very easy to do.
Follow this:
http://www.subsim.com/radioroom/show...34&postcount=4

Then install FX Update torpedoes (modified for torpedoes failure patches) at the end of your list and go!
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Old 06-05-13, 05:38 PM   #2
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Quote:
Originally Posted by Fifi View Post
Best is to install patcher as stand alone, not mod
Very easy to do.
Follow this:
http://www.subsim.com/radioroom/show...34&postcount=4

Then install FX Update torpedoes (modified for torpedoes failure patches) at the end of your list and go!
Thanks Fifi,

I will give it a try. I used the how to thread by Trevally to install as a mod.
Would you know of a how to guide for installing the patcher as a stand alone?

Thanks
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Old 06-05-13, 05:40 PM   #3
Fifi
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Just gave you a link! It's all explained...
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Old 06-05-13, 05:52 PM   #4
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Quote:
Originally Posted by Fifi View Post
Just gave you a link! It's all explained...
Sorry, i need to open my eyes a bit more

Thanks again
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Old 06-05-13, 05:56 PM   #5
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Tiberius, see here -
these are T1 torpedo failure settings (pistols 39 - 08/43, pistols 08/43 - 45, other issues 39 - 12/42 + 12/42 - 45)

. .

PS: magnetic detonators range 3m because I use 3m..
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Old 06-05-13, 06:12 PM   #6
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Quote:
Originally Posted by volodya61 View Post
Tiberius, see here -
these are T1 torpedo failure settings (pistols 39 - 08/43, pistols 08/43 - 45, other issues 39 - 12/42 + 12/42 - 45)

. .

PS: magnetic detonators range 3m because I use 3m..
Hey Volodya61,

Thanks for the reply, sorry im still quite new to this

Does this mean that T1 Torpedoes have a max depth /range of 3 meters deep? or 3 meters below Keel?

Thanks

Edit: I can see the deviation for depth keeping but just a bit unsure
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Old 06-06-13, 05:58 AM   #7
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Quote:
Originally Posted by TiberiusXIV View Post
Hey Volodya61,
Thanks for the reply, sorry im still quite new to this
Does this mean that T1 Torpedoes have a max depth /range of 3 meters deep? or 3 meters below Keel?
Thanks
Edit: I can see the deviation for depth keeping but just a bit unsure
It means that T1's magnetic detonator has range of activation = 3 meters..
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Old 06-06-13, 06:27 AM   #8
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Quote:
Originally Posted by volodya61 View Post
It means that T1's magnetic detonator has range of activation = 3 meters..
Thank you
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Old 06-06-13, 09:49 AM   #9
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The settings choose by TDW are even generous with us as historically the max angle for impact was 30° (i.e 90 to 120).
What isn't indicated anywhere is that this value (min_angle) is true in both horizontal AND vertical plan.
For example if you fired at a NKSCS_N3SA1 (refered as Small Merchant) with a 90° horizontal angle but a deepth > 2m, the torpedo will bounce over the hull due to the curve of itself.
My guess is that the deepth at which you fire your torpedoes is too high.
When using impact detonator, it always a compromise between a short depth, to avoid the above mentioned problem, and a deeper one to avoid the risk of premature detonation. Shooting a small merchant with wind >= 10 is nearly impossible, as I use a rule of thumb of a min deepth > windspeed/3 (with the same Env mod as yours).
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Old 06-06-13, 10:07 AM   #10
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Quote:
Originally Posted by divingbluefrog View Post
The settings choose by TDW are even generous with us as historically...
These are stock settings.. choose by devs
I only edited the chance lines.. (0-1) = (0-100%)
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Old 06-06-13, 02:38 PM   #11
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Quote:
Originally Posted by divingbluefrog View Post
The settings choose by TDW are even generous with us as historically the max angle for impact was 30° (i.e 90 to 120).
What isn't indicated anywhere is that this value (min_angle) is true in both horizontal AND vertical plan.
For example if you fired at a NKSCS_N3SA1 (refered as Small Merchant) with a 90° horizontal angle but a deepth > 2m, the torpedo will bounce over the hull due to the curve of itself.
My guess is that the deepth at which you fire your torpedoes is too high.
When using impact detonator, it always a compromise between a short depth, to avoid the above mentioned problem, and a deeper one to avoid the risk of premature detonation. Shooting a small merchant with wind >= 10 is nearly impossible, as I use a rule of thumb of a min deepth > windspeed/3 (with the same Env mod as yours).
Thanks for the info
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