Quote:
Originally Posted by Bando
Pantherhercules, are you sure you did not use the torp mod?
I did something simular with stock torps and they were ALL hits. Second attempt, ALL hits, 3rd attempt, 1 miss rest (15) hits. I then stopped testing and reinstalled CCIP's mod (well included in RFB 1.27)
Greetings
Bando
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Well, I'm using all of RFB 1.26 (not yet 1.27, but the readme to 1.26 says CCIP's torpedo mod is already in 1.26) except that I retrieved the stock torpedo file from my backup clean install, and installed it (via JSGME, of course) as a new "mod" on top of RFB 1.26. However, on my next set of tests (firing 19 torps in same setup as above), I got the following:
- again, all 19 went essentially where they were aimed (a couple drifted maybe 1-2 degrees to the right of where I thought they would);
- at 19', the first two passed under without exploding (one set to C, one to C/I);
- at 18', the next two (one set to C, one to C/I) both exploded at or just under the bottom of the hull - BUT, neither did any apparent damage (none on impact, none showing after the time it took to reload all 4 tubes);
at 18', one set at C/I exploded about 3-4 feet below the forward hull (this one veered about 1-2 degrees right - should have hit dead center) - fire and flooding, down by the bow:
at 13' (set to C, 1 degree left spread), normal impact explosion, left of the previous one but still right of center);
at 12' (set to C, 2 degrees left), normal impact explosion, at center (so left of previous one, but not as left on ship as it should have been); ship sank - reloaded mission;
at 22', both torps (one C, one C/I) passed underneath hull, but both exploded about 100 yards past ship;
at 20', one (C/I) passed harmlessly underneath, but one (set to C) exploded just underneath hull (very close - may have hit, or maybe 1' under - hard to tell)
at 15', 3 torps (all set to C, with 1L, 0 and 1R spread) all had normal impact explosions); ship sank - reloaded mission;
at 20', one (set to C/I) passed barely under with no explosion, but one (set to C/I with 1L spread) exploded just underneath (again, maybe hit, maybe 1' under);
at 20' one (set to C/I with 1R spread) passed barely under with no explosion, but one (set to C with 0 spread) exploded just underneath (again, maybe hit, maybe 1' under);
at 13', one (set to C) had normal impact explosion (ship sank, got tired of reloading);
So, this time around, out of the 19, 12 exploded on/near target (though 2 did no apparent damage, so I suppose they may have been near-miss prematures even though graphically they seemed to hit - so about a 45% failure rate taking those wussy no-damage ones into account. Essentially, 2 prematures and 8 possibly deep runners (though 3 of those were set to contact so they may have been running fine and probably would not count as "failures", in which case only 7 of the 19 would be failures, for a 37% failure rate this time.
The one thing I'm still puzzled by is (1) still no impact firing pin duds - are they not modeled in stock? (are they modeled in CCIP?) and (2) I can't seem to discern any pattern of difference between contact and contact/influence settings on torps that run under - if they pass really close/hit the very bottom of the hull, both C and C/I seem to explode, and if they pass what looks like the "right" distance of maybe 3-4 feet below neither C nor C/I explode (except I have had one, set to C/I, explode at what seemed like 3-4 feet under the hull - it's hard to tell - what looks like 3-4 feet is probably much farther, given that the diameter of the torps is almost 2 feet). Was this modded somehow in a different file to try to get rid of the effect some people were reporting early on about maybe the switch positions being reversed or something?