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Old 06-06-13, 11:58 AM   #16
divingbluefrog
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Ok, I give back to Caesar what etc....
Btw, if you want to be historically right, T1's fast setting was not used before mid war due to motor overcharge. Is there a way to add a nod linked to this setting in the .sim file?
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Old 06-06-13, 12:44 PM   #17
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Originally Posted by divingbluefrog View Post
Btw, if you want to be historically right, T1's fast setting was not used before mid war due to motor overcharge. Is there a way to add a nod linked to this setting in the .sim file?
I think it's possible, but at the moment I don't know whether this is possible using Goblin or S3D.. maybe only through HEX-editor.. I tried to add new entries (min_date and max_date) using Goblin and S3D.. no luck..

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Old 06-06-13, 02:38 PM   #18
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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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Old 06-06-13, 08:46 PM   #19
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Originally Posted by volodya61 View Post
I think it's possible, but at the moment I don't know whether this is possible using Goblin or S3D.. maybe only through HEX-editor.. I tried to add new entries (min_date and max_date) using Goblin and S3D.. no luck..
Game does not have any code to try and read those values. In other words the game does not recognize those entries you tried to add.
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Old 06-06-13, 08:48 PM   #20
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For the total of 15 Torpedoes fired only 4 worked, the rest bounced or went under the keel

I just want to check if this is right, im sure im doing something wrong?
sounds about right considering the values the devs placed in the torpedoes.sim file If you're not using the correct torpedoes.sim file for the new torpedoe patches then you will have problems like this also.
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Old 06-07-13, 02:02 AM   #21
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Game does not have any code to try and read those values. In other words the game does not recognize those entries you tried to add.
Too bad, but let's make a vexation an opportunity : I bet there are here some people who know a lot about the game but are not really python competent and vice-versa.
If someone could start a new [TEC]thread about scripting, I'm sure this will be of a great help for the community.
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Old 06-07-13, 03:41 AM   #22
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Game does not have any code to try and read those values. In other words the game does not recognize those entries you tried to add.
Thanks for the explain.. all more clearly now..
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Old 06-07-13, 07:14 AM   #23
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Originally Posted by TheDarkWraith View Post
sounds about right considering the values the devs placed in the torpedoes.sim file If you're not using the correct torpedoes.sim file for the new torpedoe patches then you will have problems like this also.

Hi TDW

Thanks for the reply, can i ask when you refer to using the correct torpedoes.sim file, is that a file that is in "FX Update torpedoes (modified for torpedoes failure patches)"?

Just want to make sure i have the correct file and setup.

Thanks
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Old 06-07-13, 08:36 AM   #24
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Hi TDW
Thanks for the reply, can i ask when you refer to using the correct torpedoes.sim file, is that a file that is in "FX Update torpedoes (modified for torpedoes failure patches)"?
Just want to make sure i have the correct file and setup.
Thanks
Yes......
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Old 06-07-13, 08:39 AM   #25
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Yes......
Thank you
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Old 06-07-13, 08:46 AM   #26
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Thank you
I'm not TDW, but it turned out it was my edition of files so had to replace him
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Old 06-07-13, 09:18 AM   #27
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Originally Posted by divingbluefrog View Post
Too bad, but let's make a vexation an opportunity : I bet there are here some people who know a lot about the game but are not really python competent and vice-versa.
If someone could start a new [TEC]thread about scripting, I'm sure this will be of a great help for the community.
Python scripting has nothing to do with trying to add new entries to the torpedoes .sim file. That is all game code. If you know assembly you stand a good chance of being able to implement it
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