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Old 06-02-07, 02:51 PM   #11
MudMarine
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Default Great test

Quote:
Originally Posted by panthercules
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
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?
Great test to your question have not played enough to form an opinon.
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MudMarine,
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